Baty Alquawen

DayZ Community Support
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About Baty Alquawen

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    Community Manager

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    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. First part of the Q&A Video with Viktor Kostik is out! This time from our motion capture studio:
  2. Good Friday guys, Small Experimental update today. We fixed animals above/under ground - no more "Santa's herds" on Experimental servers. We love Christmas but it's too early. :) Have a nice weekend and see you on Monday!
  3. I am closing this thread because of new Experimental update.
  4. It should be like this. :)
  5. Nice edit :)
  6. Hehe, poor guy :D
  7. I can not confirm anything right now. We’re focused on delivering PC BETA first.
  8. This is awesome, man! Here: No :( I started looting an evening before event.
  9. Hello Survivors! This week, we're sharing progress on new melee combat animations from Victor, our Lead Sound Designer Andrej is teasing audio updates in 0.62 and 0.63 and our Community Manager Baty is sharing her experience from a community event that happaned on DayZ Underground this weekend. We also want to inform you about planned website improvements and recent changes on our forums. Contents This Week Development Board Spotlight Dev Update/Hicks Dev Update/Viktor Dev Update/Andrej Handpicked: DayZ Forums Topics Community Spotlight Dev Update/Hicks Greetings Survivors, For this Status Report we're going to take a look through the current tasks and immediate goals for .61 Hotfixes, .62 Development, and the march towards Beta. I'd also like to list out the top 3 issues the QA department is looking for more data on from you all over on the Feedback Tracker. .61 Stable Branch: QA Team is currently investigating reports of unlootable corpses. Repro steps being investigated before gameplay programming team can attempt to address. Gameplay Programming team currently working on addressing physics issues with .61 Exp/Unstable build that result in animals sometimes moving below terrain QA Team is verifying adjustments to vehicle physics on Exp/Unstable branch that should address vehicles slipping below terrain Gameplay Programming team is working on addressing some legacy security issues found on .61 Stable QA Team is verifying changes to vehicle persistence and the handling of destroyed vehicles on Exp/Unstable branch that should address problems on stable with destroyed vehicles sticking around. Over on the .62 Front, Adam and his team continue pushing along - and for those that missed PAX East we will include the cut of slow pan through WIP Broadleaf Forest, and pan through grass with the WIP new grass shader. .62 Current Tasks: Young Conifer Distribution Additional Color Adjustments to Tree & Bush Colors Chernarus Lighting config changes Performance Analysis [youtube]Ip9l1RFPm8g[/youtube] On the Beta side of the fence, there is a large amount of work ahead of us. I know we've made comparisons before about the extensive changes being compared to a spinal transfusion for DayZ, and that cannot be stated enough. This is a massive undertaking, and it is and will take time. That said, lets take a look at what the team is currently focusing on for their immediate tasks. Beta Current Goals: Rework of User Action System Iterating Melee Combat Mechanics Inventory Refactorization Internal Testing of Knife/Axe Prototype Combat Soft Skills Prototype Introducing Animations for User Actions that previously used generic Creating support for vehicles to functionally have more than 4 wheels (V3S for example) Electricity System Prototyping Unjamming Anims for New Player Lastly, I'd like to list the top 3 issues the QA team needs more feedback on from our official Feedback Tracker - If you have any data, repro steps, etc on these issues please feel free to update them with what you have! 0.61 Invisible Players and Zombies 0.61 Character is stuck attacking 0.61 Desynchronised Hand slot - Brian Hicks / Creative Director Dev Update/Viktor Today, I would like to talk about our progress on melee combat. At this point, we have implemented animations for unarmed combat, axe, pipe and knife combat. These animations are still work-in-progress but allow us to test basic behavior in-game. This is very useful: we can now iterate with programmers and designers and adjust every animation accordingly so that it blends better, for instance if you perform continuous attacks. Our plan is to have unique attack animations for fist fight, axe, knife and items like fire extinguisher, pith fork, baseball bat, pipe and many other items in order to achieve a unique look and feel when fighting. Creating attack animations for this new system is bit more time consuming though. In the old combat, there was one attack animation per item. In the new melee combat, we now have a series of 6 animations per item. These animations blend together, so you can either perform attack and go to idle or you can continue with another attack without interruption. In upcoming weeks, we are planning to add damage to the player and hit reactions, as well as continue on balancing the entire melee combat system. - Viktor Kostik / Lead Animator Dev Update/Andrej Ahoy survivors! The audio department is operating at full power, working on both 0.62 and 0.63 updates. For 0.62, we are preparing a full revamp of ambient sounds. New atmospheres andenvironment sounds in general, but also spatial vegetation or structure sounds. We are utilizing the potential of our new sound system, so it's not just new samples, but a true, complete overhaul: new ambient sounds for forests, coast side, fields but also cities and villages are all in the making. The infamous, annoying random sounds of fence screeching are gone, and audio will also follow weather dynamically and in more detail, ultimately meaning new wind, thunder and rain sound effects will be added to DayZ. In general, roaming the countryside of Chernarus will be a much more pleasant experience to your ears. At the same time, part of our audio team is working on the 0.63 update, where we will introduce new user actions sounds, weapon reload sounds and basically all audio connected to the player character. 0.63 will also bring new vehicle sounds through our redesigned audio system, so driving will sound more natural and responsive to engine behavior. That's all from audio department now, we will share some more before the update drops! - Andrej Sinkevic / Lead Sound Designer DayZ Forums News During the past week, the DayZ forums have gone under a short (but long overdue) maintenance. The new software update to the forums, deployed by our Web Team on Wednesday introduced some neat improvements to the design template, but more importantly, it significantly increased the loading times of the forums and their overall security. We've also re-introduced the "give beans" feature that all veteran forum users surely remember from past - much to everyone's delight, too, as from what we've seen, the flow of beans has been pretty steady on the forums since the update happened! We'd like to continue with general improvements to the forums, and eventually also start looking at improvements to the website design and usability. While we're well aware of some critical issues that make the DayZ website less intuitive (and outdated), we'd definitely love to hear what you think would make you interact with our website more often - please share your thoughts with us in the topic linked below! - Martin Čulák / Brand Manager Community Spotlight Over the last weekend, me and Creative Director Brian Hicks were participating on an event called "The Hunting Season" organized by DayZ Underground server team. It was a large hunting event and to win you had to be the group with the most pieces of steak and hide. Groups could hunt each other during the event, but human meat did not count towards the victory. You could have met Survivors from all around the world as well as well-known streamers like M1NDR, MarkstromTV or Moondye7. The entire event was very exciting and hunters wiped out almost every deer in Chernarus. I have never seen more steaks at one place. Brian Hicks and MarkstromTV were the winners, congratulations! There were more competitions at the end - bow shooting and the best dressed participant of the event. We sat by the fire playing musical instruments and roasted meat. Do you know any better way to spend a Saturday night? Screenshots by DrDeSync If you are organizing community events on servers, do not be afraid to let us know! We love community events! Tourettesmexchanic and his friends were showing off their DayZ inspired weapons collection on Reddit. And it is a truly fabulous one! It has almost everything, including camouflaged Mosin, Repeater and accessories like Tactical Bacon or protector case. These Survivors are ready for an apocalypse and nothing will surprise them! If you experience any bugs on Stable or Experimental servers, don't forget to use our Feedback Tracker to submit bugs, and for the newest info or a place to share your screenshots, follow the official DayZ Development Team Twitter account. Header image by: NotSymmetra - Baty / Community Manager
  10. Have anyone experienced a car falling through the ground? Is that you, Santa? :) We are investigating this issue now. This thread is for EXP update. I can not answer these questions, keep an eye out for Status Reports :). Thank you all for feedback, beans for everyone!
  11. Hello my favorite Survivors, We have something new on Experimental branch today: slight improvements in vehicle and throwing physics fix for animals stuck in animation after dying Feel free to test it :). And happy St. Patrick's DayZ to all!
  12. New update guys. I am closing this thread.
  13. Verify integrity of game files, please. It is needed to destroy an engine for despawn. Everything else can be replaced by new parts. What is the inactivity timer for the despawn of an "operable" vehicle? - Persistence is disabled on EXP servers. Vehicles are despawned by server restart. What is the inactivity timer for the despawn of a "wrecked" vehicle (same as operable?)? How long should it take for a "destroyed" vehicle to despawn? I can not answer these questions, because I don't want to give an accurate data. Just destroy an engine and leave car for few minutes, thank you :). You died for good thing. For the science. For the better future!
  14. parkour in dayz 0.61

    You have a skill, man!
  15. Beans for you, sir!