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Baty Alquawen

DayZ Community Support
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About Baty Alquawen

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    Community Manager

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    batyalquawen

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  • Gender
    Female
  • Location
    Prague

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  • Bio
    My name is Zuzana Cinková alias Baty Alquawen. Videogames takes part in my life as far as I remember. My favorite genre is tactical FPS, RPG and survival games. I have five years long experience on gaming scene in several roles like journalist, PR, marketing and community. I worked on communities for Czech region of Ubisoft (Assassin's Creed, Far Cry, Rocksmith, Rayman series etc.), Codemasters and SEGA franchises for 4 years.

    Beginning of my DayZ journey started on 28th December 2013 since then I have more than 1500 hours of private gameplay time. I play a lot of styles - role-play, survival, friendly and PVP which I play with my clan on dedicated servers. My hobbies are streaming games, cosplay and cats (yes, I am crazy cat lady).

    My work at Bohemia Interactive started as tester and now, I am fulfilling my dream to be community manager. I really hope that all this is a great foundation for my DayZ community work.

    So... Friendly?

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  1. The Stress Test #1 finally happened yesterday - after years of work, we've finally let some of you play the "new DayZ", the 0.63 update. Of course, this would be the focus topic in today's Status Report, and most likely even for a couple of the upcoming Status Reports, so we have Peter and Eugen reflecting upon yesterday's events, together with Adam teasing a small bit of his work on Chernarus! Let's read. Dev Update/Eugen Dev Update/Peter Dev Update/Adam Community Spotlight Dev Update/Eugen Dear DayZ players. Some of you had the chance to try the 0.63 Stress Test yesterday. The team is going through the feedback as I write this text, and we will try and push changes over the next couple of Stress Tests. The stability of the build was quite okay, but it still needs to be looked at as we've had 25 server crashes across the 52 servers that were available yesterday. We expected the crashes to be a lot more severe, so we're happy with the first iteration in this case. If you encountered any client crashes, the best thing you can do is to go to our Feedback Tracker and follow our guide on getting the right files and information to us. For those worried that they didn't get in, don't worry, there are more Stress Tests planned and I'll talk about how we want to approach them more today. The biggest issue yesterday was the BattlEye kicks affecting everybody. We are working to figure out why there were timeouts in the communication with BattlEye, however, this is almost impossible to test internally (needs thousands of players), so we will try and make changes to the current system, and stop the gameplay interruption caused by it. On the note of the second most common issue, which is the character lockout in a database. Its an anti-dupe system that makes sure that you're not game the system by saving your character with items that you have dropped on a server. There is still tweaking to be done to this system, and we will go through the logs and cases where it just didn't do what it was supposed to do. Regarding any of the gameplay issues and bugs happening: most of them are known, and we will come up with solutions and test them out in the upcoming Stress Tests that will happen going forward. So how are we going to approach the next few weeks really depends on how quickly we deal with the last stability issues. Whatever the case may be, however, the next big test for us and the DayZ servers is going to be AI (infected and animals). Once we are ready to test the performance with them, you'll be seeing different setups of player items, spawn points etc. to test different parts of the game under high-stress conditions. the first bunch items on the fixing menu are crashes, and the two biggest issues already mentioned: BattlEye timeouts and character lockouts. We will try to get changes in for the next Stress Test to either get more information and/or lower the impact. The client freezes that you might have experienced are next on the list, and we have fixes in our main Internal branch that we want to port over to the Stress Test branch. Looking forward to the next Stress Test already! A BIG thanks to all of you participating and helping us with the Stress Test #1. Don't forget to send us your feedback either through the Forums or the Feedback Tracker and let's get this ball rolling in the right direction. The engine is here, now we want to make the game better! - Eugen Harton / Lead Producer Dev Update/Peter Yesterday, with the first Stress Test available for a limited amount of time, you had a chance to finally try out the recent build of the new DayZ - a build that will evolve into 0.63 Stable (aka DayZ BETA) in its final form over the coming months. We've spent tons of time developing the new DayZ (I personally call it DayZ 2.0 as it’s significantly different) alongside with its predecessor, which was ultimately terminated with the 0.62 version that's now on the Stable branch. It was definitely a long, winding and bumpy road. To be honest, we are still not at its end yet, but I’m glad we were brave enough to take that road! Versions you are able to test out during the series of Stress Tests have plenty of new stuff and a whole lot of changes made on the granular level. It’s clear, and completely understandable that the new take on DayZ's game design and direction with most mechanics, features, and systems can feel "inappropriate" at first, and can create a lot of drama in the community - possibly even divide it. Especially since with some things, we are certainly far from the usual game industry standards. However, DayZ has never strived to be another ordinary game, and that is not going to change. Of course, these are not changes made for the sake of changes themselves. As stated many times before, we are focused on making the DayZ gameplay to feel genuine by adding as much of actual physicality to it as possible. That’s why we've decided to take some unusual design directions, which introduced many new things to the gameplay mix: a dominant hand slot, where all interactions with items now take place. An enhanced usage of quick slots, allowing you to execute combine actions with items in hands. A reactive raising of hands and advanced firearms manipulation. Even loading magazines with bullets, and many other mechanics and features cross the usual/familiar video game boundaries. Only that way we can deliver an authentic, strong, and unmistakable user experience of playing DayZ. I’m very proud and happy to see such positive feedback from you, our players, on the design we have been sitting on for ages. Over the time, it’s very easy to start breaking apart from the reality and to be honest, I was getting pretty nervous before the release of Stress Test, thinking about how it will be accepted. It turned out to be a stunning sanity check. I want to emphasize that a lot of the stuff in Stress Tests is still in a placeholder stage, largely just being unfinished or unbalanced. We are in the process of getting everything together. The great foundation is there, and we can build upon it. The new era of DayZ has finally begun... see you in Chernarus, folks! - Peter Nespesny / Lead Designer Dev Update/Adam If you manage to venture into the city of Chernogorsk in the upcoming Stress Tests or when 0.63 hits Experimental, please do not panic. As teased on the 0.63 live stream a few weeks back - yes you saw it right - we are re-designing Chernogorsk, yet again. While the current version of Chernogorsk (v2.5) definitely brings the area of Chernogorsk to DayZ standards (in terms of overall visual quality), we felt that it really lacks on the design side of things. Increased size with additional details contributed to some major performance issues, and the current version is also unnecessarily constrained to the old Arma 2 layout (basically no major landscape changes were done). The plan for version 3 is to figure out broader changes to the area to ensure better performance while keeping the town itself still big enough, and the industrial part still making sense and being dominant like in the days of old Chernogorsk. Additional goals of the version 3 are design and performance related improvements to all three tenement cities and also making sure that this re-design is also seamlessly connected to the other parts of the map (in other words, changes do not end at the border houses, but also affect surrounding areas such as Balota, Nadezhdino, Prigorodki, Elektrozavodsk and the iconic Pik Kozlova). Please keep in mind that this is a crazy big task and as of writing this, it is still ongoing. All that you see in and around Chernogorsk is and will be work-in-progress for some time throughout the 0.63 Experimental period. I will not be going into details on what exactly has happened with the area (I will leave that up to you to figure out), but allow me a small teaser. That's not everything though, I also have an update on the watercourses we previewed in January 16th status report. Some great progress has been made on the visual side of things and we are currently applying this latest iteration on brand new locations (valleys going from central Chernarus to South, South East, and East). We are not quite ready to show anything yet (this iteration won't be available in the first releases of 0.63 on Experimental), but it looks and sounds really good! If you are interested to see a flowing water in the upcoming experimental releases, the version we have previewed at the beginning of this year will be available for you to check out on a number of locations on Chernarus already. - Adam Franců / Map Designer Community Spotlight Hey guys! You tried the first version of 0.63 with your own hands yesterday (or at least saw the main menu in some cases, sorry for the crashes! :)). We've had 3120 slots on servers and 4209 of you joined the Stress Test branch altogether - just wow! I am processing the feedback from you guys at the moment and the dev team will be taking a closer look at it. Thank you for that, your feedback is really important to us! I can't promise you how often the Stress Tests will be happening, but it should get better and better every time. Remember, you usually have to wait for that which is worth waiting for! :) Btw. I love this gif :D I just want to remind you of one thing. I know that waiting in queues is frustrating for streamers. For the next Stress Test, we will have one server open for Content Creators. Contact me if you think you should be there, but remember - I will scan through your channels and I want to see DayZ on them! :P I want to thank you for the amazing content we are getting from you. You sent me so many awesome things this week. This first video is incredible. It is a live-action story about two survivors who don't trust each other. Just wow, I have no words. When I sent it to the dev-team, they were amazed too. You NEED to check it out! Another video is made by gekofish and he is showing a special power of his Sedan - hyperdrive! Good job! Did I say how I love your artworks? I believe I already did because you've sent me plenty of them. Either way, let's check some of those that I picked. This is an edited screenshot by Matthias and it looks really cool. This one is from SwatTheWolf who is hyped for the BETA. Yeah, we are hyped too! Liquidcactus from our official forum shows off a few of his artworks and they are really nice. Look at this one. My favorite mass murderer Danny Boyy wants to have lightsabers in the game. So he did some Photoshop magic and created this: Guys, did you ever see a better Twitch overlay than the one Joito has? And look, someone is in DayZ mood! AmishGangsta404 is ready for an apocalypse! And one last thing - someone had a birthday and got an amazing cake! Happy Birthday, Reece! Pitstop Head prided himself on how many screenshots he took in-game on Twitter and other players started to show their number of screenshots too. So, how many DayZ screenshots do you have? Send it to us via our official Twitter account, I am really curious. And I promised a riddle last time, so here is the list of winners: Rustycaddy AstrosLegacy Dustimittens Dersu CanisDirus Emu Threat lexx And here is a picture of a location to guess. It is from Adam again, so it is hard as usual. Can you figure it out? Our Twitter is ready for your answers! I will dig into more of your 0.63 content next time because I prepared this Status Report before the Stress Test and I didn't have time to check it all out. And thank you for your feedback again, we really appreciate that! - Baty / Community Manager Header image by Du Byst.
  2. Announcements

    In about an hour, we will unlock a new Stress Test Branch on Steam, and the actual Stress Test #1 will begin around 16:00 CEST!
  3. 0.63 Stress tests

    In about an hour, we will unlock a new Stress Test Branch on Steam, and the actual Stress Test #1 will begin around 16:00 CEST!
  4. Stable servers are down

    Servers are back, thank you for your patience!
  5. Stable servers are down

    Hello Survivors, We are investigating issues with Stable servers caused by a data center. We will let you know when it is sorted out.
  6. General Discussion

    Here is a place for your feedback, guys! :)
  7. Announcements

    Please read the information on this page fully and with extra care. Don't skip parts, everything here is important! → Play DayZ Survivors, the DayZ Dev Team needs your help! In order to proceed to a 0.63 Experimental release, our programmers need to stress-test the game = evaluate and debug the server performance of our current 0.63 builds. This can only be done in an environment where we have lots of players connecting to 0.63 servers. That's why we've decided to open these Stress Tests to the public and let everyone play 0.63 even BEFORE we can call it an Experimental build. It's going to be a "stress test" for the Dev Team as well, as the game is not yet fully ready to be played normally. However, stress-testing is an important step to ensure stability of DayZ when we reach Experimental. We will usually have about 50 servers running a 0.63 build utilizing a new Stress Test Branch on Steam. However, the number of available servers can be intentionally decreased if we decide to test some specific features (e.g. login queue behavior under heavy load). Servers will only be online when the Dev Team needs to run a specific test scenario. That means you will only be able to play for shorter periods of time (usually about 2 hours) and on an irregular schedule. Since we need to evaluate the tests live, they will usually run during the business hours of Central European Time. What version of DayZ is running on Stress Tests? It is a completely new branch of DayZ on Steam, where we will be running one of our internal 0.63 builds. This is not an Experimental release, and certainly NOT a DayZ BETA release! Why is this not considered an Experimental release? this build does not represent a typical DayZ gameplay experience, and is in general less polished and stable compared to our goals for the 0.63 Experimental some features and content can be switched on / off in Stress Tests, based on the specific part of the game we need to test at the moment we may spawn players with some items already in their inventory to speed up the Stress Tests. The same is true for spawn points, as those can be different for each Stress Test, and do not represent a typical DayZ experience that we aim for Is this the DayZ BETA? NO! What are you, the Dev Team, expecting from these Stress Tests? We mainly want to test server performance and see the number of players our servers can handle. Unfortunately, we are not able to do such large scale tests internally. We will be auto-collecting logs and server crashes for further analysis, as well as profiling the server performance. How can we, the players, help the Dev Team? We would love to kindly ask you to report all issues (except those listed below) that you encounter and provide us with data from potential client crashes. How to report it? We need you to send everything to our Feedback Tracker so that our lovely Dev Team can figure out what's going on. If you don't know how to make a Feedback Tracker ticket, this thread can help you. In case your game crashes, we will require more information from you - please make a Feedback Tracker ticket and add files from the folder C:\Users\PCName\AppData\Local\DayZ to your ticket. Your feedback is important to us, and you can help us release 0.63 Experimental faster! What is the schedule for running the Stress Tests? There is not a fixed day or a specific time of the day when we will run the Stress Tests, but it will usually happen during, or after CET business hours. Stress Tests will run only when they are needed for specific development purposes. We will do our best to provide at least a 2 hour notice before the next Stress Test begins. Please follow our Twitter Channel and make sure to participate on our forums as well to stay up to date. I am a content creator. Am I allowed to stream the Stress Tests and record the gameplay? Is there a server for content creators? We do not prevent anyone from streaming/recording the game, but we advise all content creators to wait for a more stable version of the game. It's also not ideal to stream the Stress Tests because of their ad-hoc nature, and unpredictable behavior. Please get in touch with our Community Manager BatyAlquawen in case you're interested in having a Content Creators Server - currently, there is no Content Creators Server for the Stress Test Branch. Known issues (= please DO NOT REPORT these issues on the Feedback Tracker): vaulting over fences happens automatically, and with a weird animation (this is a placeholder implementation before jumping/vaulting works as intended) using RMB (right mouse button) in some gestures can freeze the character (your character will be fixed after you reconnect to a server) setting key binds does not work properly at the moment the character can become desynced when moving at prone/crouch speed in the opposite stance the character can become desynced animation-wise = plays different animation than it should players are misplaced when more of them attempt to climb one ladder at the same time in rare cases, it might not be possible to exit a ladder when in a close proximity of some the environment objects, your character may be unable to raise hands players may glitch when attempting to prone on top of each other the camera may clip through the ground when in prone other players do not see your chat messages when you have a megaphone switched on ladder climbing animation can be glitched (wrong hand placement) clothing cannot be swapped in some circumstances weapons/magazines can occasionally become stuck in the inventory there are various visual animation glitches the visual representation of sky is incorrect there are various lighting/shadow glitches you may experience brief client-side freezes combining of magazines with ammo piles (as well as firearms with magazines/ammo piles) are working one way only after the spawn, character's camera can be stuck in free-look using free-look camera with a raised firearm (and eventually firing it) can lead to a mismatch of raised hands direction against camera direction while aiming down iron sights, a firearm may become shifted, and can be slightly rotated randomly around its vertical axis, which leads to some accuracy issues after fall impact, the player character is stunned for a while before he can move again the client can freeze briefly shortly after connecting to a server characters can become locked in database, preventing connection (try another server) possible connection issues due to large number of simultaneous connects character animations for hit impacts after being hit with projectiles are missing post process for hit impact is not played properly sometimes What IS NOT to be expected of Stress Tests: authentic DayZ survival experience, this is mostly a PvP stress test to gather server performance data the infected - they are intentionally switched off in Stress Tests intended/final balance across game features, mechanics, systems and central economy intended/final design of GUI of menus, inventory, and HUD features not ready for Experimental features planned for the future releases (Experimental, BETA, 1.0) intended/final item's names, descriptions, sizes, capacities and inventory icons intended/final sound and visual effects like post processes, particles, rain, fog and lighting setup What IS to be expected during Stress tests a new Steam branch - you need to download 12 GB of files 52 stress test servers for 3120 players spawn points in Zelenogorsk work-in-progress iteration of the brand new player controller and some other features bugs and game crashes - servers may crash seconds after their start, be ready for that just in case Please help us manage the expectations of our community and do not share the following Stress Test Branch opt-in details directly with your friends. We would like to kindly ask you to only share a direct link to this DayZ.com page. That way, you will help us in our effort to create a well informed community, and you will contribute significantly to the overall efficiency of Stress Tests. Thank you! right click DayZ in your Steam Library click Properties click the Betas tab go all the way down to Enter beta access code to unlock private betas" enter the ireallywanttotest opt-in access code the "Stress Test Branch" is unlocked - select that branch in a drop down menu and let the client files download How to revert back to Stable Branch? → right click DayZ in your Steam Library → click Properties → click the Betas tab → in the drop down menu choose NONE = opt out of all beta programs and close the properties → play DayZ How to find Stress test servers? → click the Change Server tab on the welcome page → write "Stress test" into the Search prompt on the right side of the screen → select a server of your choice
  8. At this point I'm at a loss on what to do...

    I recommend making a ticket on https://feedback.bistudio.com/ so the lovely folks from the dev team can help figure out what's going on!
  9. Выбрасывает с сервера

    Thank you IMT. Please, contact our Feedback Tracker and send an IP of the server. Guys are going to check it. https://feedback.bistudio.com/
  10. Hotbar issues

    Oh, thank you.
  11. DAYZ: End of the Road

    I will!
  12. Выбрасывает с сервера

    I am sorry, I don't speak Russian and google translator doesn't help. Can you try it again in English, please?
  13. Hotbar issues

    Can you record a video of this problem, please?
  14. swap file error with DayZ - help appreciated.

    I don't know how to help you, but guys from the Feedback Tracker should know more. https://feedback.bistudio.com/
  15. Delete the DayZ folder in your Documents.
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