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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. Dayz SA on TV show

    This is officially agreed with us. The premiere was in September last year. :)
  2. Appless Coast UK 0-4

    Someone did a lot of work here...
  3. Two weeks have passed, and we're bringing you the latest progress from the Dev Team - the usual setup got a bit of a twist with Eugen traveling this week, but we've got a whole lot of news nevertheless! Let's keep it short, and do some reading, survivors! It's good for you. Contents This Week Dev Update/Martin Dev Update/Peter Dev Update/Viktor Dev Update/Adam Dev Update/Filip Community Spotlight Dev Update/Martin Hello everyone! As Eugen is traveling this week, it's my turn to contribute to the Status Report (after quite some time), and provide some summary of the past two weeks in the DayZ Dev Team. With February in full swing, we're approaching the moment where with each week, the 0.63 experimental release is becoming more and more likely. We're about to start team-wide play-tests to get our internal servers as full as possible in order to get proper data on server synchronization and performance. With that said, there are still elementary parts (like swimming and vaulting) of the game that are very much work in progress, and for that reason, we are still not feeling very comfortable talking about any potential 0.63 Experimental release dates publicly. Considering some feedback we got under the last Status Report on Twitter, we've been looking ways how to still communicate the state of things more clearly, potentially as a progressively updated online task list. Together with Eugen and Baty, we've compiled a to-do list of sorts (basically our Experimental goals from the BETA Status Report) where we want to provide a simple overview of the current state of each key part of the 0.63 update. We'll check if and how we can publish it (we still need to work out some specifics with our team leads, also during the play-tests I mentioned), but suffice to say - there is a lot of work in progress, and less things that we would already be able to tick off as "ready for Experimental". While we don't want to give in to some unnecessary rush, there is also the other side of things that kind of makes us want to progress towards the 0.63 Experimental PC release as fast as possible. Our release schedule for this year is pretty tight. The main goal is to have the PC BETA and 1.0 all happen in 2018, and we're also getting much closer to bringing DayZ to console players. Our good relationship with both Sony and Microsoft opens interesting opportunities for cooperation, and since we've always had our focus aimed at the existing PC community of players first and foremost, it's in our own best interest to bring you solid PC releases ASAP so that we can also satisfy the large audience waiting for DayZ on consoles. Despite the not-so-huge amount of work going into our console builds of the game, we're basically able to run our regular PC 0.63 builds on both consoles with no major issues in gameplay or performance, and so the progress towards PC releases of 0.63 Experimental and Stable is critical also from this point of view - not only we really want you to have something to play already, we also want to grow our community further. Let's see how that works - we'll keep you posted! Meanwhile, see you in Chernarus! (Or on the forums, social media channels, and Reddit!) - Martin Čulák / Brand & PR Manager Dev Update/Peter Our first working implementation of the new melee combat looked great, especially with predefined combos chained by attacks flying through the air. However, after applying a rule set to it and passing some internal play-tests, we have confirmed that it would be really hard to wrap our intentions of melee combat around these predefined combo attacks. As gameplay is the most important thing in DayZ, I don’t want to compromise on possibilities. Ideally, players should be always able to choose which attack option at hand they can use. Considering that predefined combo chains were composed of different attack types, players were not able to choose between light and heavy attack types. Since their order was firmly determined, it made melee combat feel like something that's a bit out of your hands, which made it less interesting in the end. We have decided to try one more prototype, in which the player is able to freely choose which attack to perform - a light or a heavy one. Immediately after the first play-test run, it was clear that’s the right direction to make the melee combat more "controllable". We will continue to iterate and improve the melee so that we finally arrive at the final implementation. It's safe to say that despite the shift from predefined combos, the new melee combat will still maintain visual variety in terms of movement, as there are still attack variations from both the left and the right side, and for both light and heavy attack types. These variants are seamlessly blended together, creating a continuous flow of attacks that simply looks nice. The infected AI that you know well from 0.62 and older versions of DayZ was kind of always limited, and it never met our expectations, nor came close to the behaviours we defined in the design team. Currently, the infected AI is being heavily re-worked, incorporating the new animation system. We are cooperating closely with our programming team to achieve all the intended features. The primary goal is to make the infected feel better on every level you can imagine. May it be more clever use of sensors to strengthen stealth, luring and aggro, adding search behaviour around the last known position of their target, or simply much improved readability of infected AI, utilising transitions like lost interest, target confirmed or target lost between their states. There are some significant changes coming to their melee combat as well, with jumping attacks making a comeback. Don't end up feeding yourself to the infected... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor Hi everyone. The entire team is still really busy implementing the remaining parts of our animation system overhaul, so today, I would like to at least quickly share with you a couple of fresh GIFs from the development. After receiving the implementation of the new ladder climbing from our programmers, we are currently applying some final touches to ladder animations and behaviour. We're finally able to enter/exit the ladders in a rather smooth way, and also climb and even slide down the ladder. There's still some polish and fine-tuning to do before we can make ladders experimental ready, but we're getting there! The team is also busy with weapons, player turn animations and unconscious animations: - Viktor Kostik / Lead Animator Dev Update/Adam In this Status Report, I would like to talk about another map feature of the upcoming 0.63 update - Tourist Trails. The Chernarussian Tourist Club (also known short as КЧТ) is responsible for a wide network of the tourist trails in the Republic of Chernarus. In South Zagoria (province of Chernarus that we have in DayZ), they maintain roughly 200 kilometers of tourist trails. From the northern border mountains, through the central fields to the important destinations in coastal towns. Connecting many of the historic and natural landmarks, but also showing perhaps not often visited places in South Zagoria. All that to make your travels easier and safer. The idea of having the tourist trails on Chernarus has been floating around since early Arma 2 days. It was brought up again at the start of DayZ development with more details fleshed out. But given the rapid iterations on Chernarus+ map, it was not really feasible to start with the actual implementation until the map was in a more stable state. With the release of the update 0.62 (which introduced a total vegetation overhaul along with the western border rework), we felt that the map has finally reached a somewhat stable state that would allow us to finally return to the idea of tourist trails. We have re-visited the original plans, made several improvements and re-designed the planned trail network to support all the map changes that happened over past couple of years. A result of this task is an overwhelming, 200 kilometer long trail network - so what helped us getting there? 4 different color markings to mark the trails you will find these on trees, rocks, poles,... in real life, you would also find arrow versions of these markings, but to avoid too much duplication in data, we had to design every hard turn of the trail without the arrow markings. 93 custom directional crossroad signs tailored for each trail crossroad, any important place (stops), and for the start/end of each trail crossroad signs contain the local name and mark the crossroad's elevation above sea level (in meters) individual plates cover every possible direction you can take, along with the travel distance (in kilometers) to three following crossroad/directional/trail signs same as traffic directional signs and settlements signs, everything on these plates is written in Russian (Cyrillic) 2 types of the actual path models for the trails we use these models when the trail goes through the meadows, fields, and forests roughly 60% of the whole trail network is covered by these models - because as in real life, trails are also using the existing road network (excluding major roads so tourists are not in a danger of a serious car accident) 2 types of tourist shelters to make bigger trail crossroads more interesting and believable brand new assets that serve as shelter for players during rainy weather, or when you just want to get a bit of a rest before continuing your journey In addition to these, we also have one other supporting asset that may or may not make it into 0.63: Map stands in real life, these are present mostly on major trail crossroads in order to help tourists to get a bigger picture and plan their trip we've got several prototypes so far, but still ironing out the best shape, size and the map coverage (if it will be the entire map or, for example, quarters) there will be a "you are here" sign on the map to help you pinpoint your current location Overall, tourist trails gave us a nice opportunity to improve our landscape - many improvements were done to it while the network itself was worked on. Additionally, it also gave us an opportunity to revisit all the locations names and make them actually visible directly within the environment. We hope that they will prove to be a useful feature when navigating through our 225 square kilometers of environment, and that you will have great encounters with other like-minded survivors there. We certainly enjoyed building the network and we hope that we will meet some of you there when this feature hits the live servers! - Adam Franců / Map Designer Dev Update/Filip Hi everyone! Over the course of the past two weeks, we continued our work on footsteps and cloth rustle sounds. It's kind of a tedious work because we have to implement these sounds into all animations - and the number of animations in DayZ is pretty overwhelming :). Another big task ahead of us is represented by an update of ambient sounds. We intend to create a more dynamic and realistic soundscape than before. We do not want to relate only upon flat 2D ambient sounds, but rather want to use as many positional sounds as the audio engine will allow us to have. Within the next couple of weeks, we will see how far we can push it! - Filip Čenžák / Sound Designer Community Spotlight Hello Survivors! I would like to start a new tradition - answering some of the community's most asked questions in every Status Report and post it to a special thread on our official forums. So, let's check out what you want to know: Will DayZ be released on consoles? Yes, Xbox One version will be out this year in the Xbox Game Preview program. We are also working on a PlayStation 4 version and want to provide more details about that soon! Can you give us some modding tools already, goddamnit?! Not right now, we can't. There are ultimately two main reasons for that: we're simply not ready to legitimately support modding until we have a solid foundation in what is a game functional on an elementary level. We also need that game to be in YOUR hands and we need you to be able to run your own servers. That will not happen before 0.63 hits Stable. In addition to that, we're also still evaluating how far along will DayZ be moddable, and how we can best support modders with all the necessary modding tools. How long do we need to wait for the 0.63 Experimental? We want to play it so bad! I know, we want to let you play it too! Right now though, it just really needs more love from the DayZ Dev Team. It's not fun to play yet. All the teams are working like devils now, trust me - I am sitting right next to them in the office, I can see it all happening and I want to play it with the community as bad as everyone. But 0.63 still needs more time! Yes, the base building is also not ready yet but we know how much you are looking forward to trying it. An example is Axel, who made this cool base building concept. We have a DayZ Tip by NomadGaming. We know vehicles are sometimes pain in the ass in the current version, and you can get them stuck pretty easily. But don't forget - if you can't unstuck them, just destroy them with a matchbox, and they are going to re-spawn! We had Gaming Roach Entertainment here before and they are back with another cool cinematic. It is a story about mother who wants to protect her daughter from dangerous people in every way she can. Another good job Gaming Roach, you amazed me again. What about some DayZ in real life? BarelyInfected has done a short video, it is nice to see his face again! Do you know RDiddy? He is the Australian streamer who loves jumping with cars in DayZ. This is the best jump he'S ever made! GG RDiddy! Let's check out some more screenshots. dayz_bron sent a beautiful screenshot to Reddit and I want to share it with you. Another amazing view from Green Moutain by DrDesync. Be careful, I was shot standing there like this! And now is the time for your favorite riddle! Who answered correctly last time? Jakon $€i¥ablitz Jeff Day CryDoXz Polski.Tytan TheReverned 14400bps is enough Dmitry Mirnyy‏ Uncuepa Boio Summer vini True DayZ pros! I asked our map designer Adam for a hard location this time. Can you guess where it is? Send the location to our official Twitter account and be on the wall of fame next time! Thank you for all your content and enjoy the Valentine's Day. And don't forget that we love you! <3 - Baty / Community Manager Header image by Watchman.
  4. FAQ

    Will DayZ be released on consoles? Yes, Xbox One version will be out this year (2018) in the Xbox Game Preview program. We are also working on a PlayStation 4 version and want to provide more details about that soon! Can you give us some modding tools already, goddamnit?! Not right now, we can't. There are ultimately two main reasons for that: we're simply not ready to legitimately support modding until we have a solid foundation in what is a game functional on an elementary level. We also need that game to be in YOUR hands and we need you to be able to run your own servers. That will not happen before 0.63 hits Stable. In addition to that, we're also still evaluating how far along will DayZ be moddable, and how we can best support modders with all the necessary modding tools. How long do we need to wait for the 0.63 Experimental? We want to play it so bad! I know, we want to let you play it too! Right now though, it just really needs more love from the DayZ Dev Team. It's not fun to play yet. All the teams are working like devils now, trust me - I am sitting right next to them in the office, I can see it all happening and I want to play it with the community as bad as everyone. But 0.63 still needs more time! More answers coming soon.
  5. Forum posting system "Sick" ?

    I am going to check it.
  6. shooting through walls

    Of course. I am talking about glitching weapon through a wall.
  7. Status Report - 30 January 2018

    Only fallen apples. We can't give you any date. It will be out when it is ready and it is not ready now. We don't want to release broken version.
  8. DayZ Background on Mixer Channel?

    We don't have any problem with it.
  9. shooting through walls

    It will be changed in the future. Please don't forget you are playing an unfinnished game in early access.
  10. We're keeping it short, but sweet this week - we've got some changes in the team, and so along with his regular dev update, Eugen is taking the time to thank some of his team members and to say goodbye. Since we're at saying good byes, Peter is finally done with having apple tree and stone texture spamming in the game, and hints at our new dynamic ambient loot spawning. Finishing off the dev part, we have Mirek teasing bits about the infected movement, and our Audio Designer Filip sharing his latest and greatest. As always, Baty adds your awesome community content, and the ever famous Status Report riddle! let's get to it, survivors. Contents This Week Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Filip Community Spotlight Dev Update/Eugen When something ends, something else begins. As I mentioned in the Year in Review video, it's always hard losing team members, but it's a necessary part of the development cycle. Lots of people have joined the team over the last four years, growing from a strong core into a large, two-studio production with almost 80 developers full time. Some are moving on to new challenges, and I wanted to thank them for their contribution to what DayZ should be. A monumental undertaking that all these people were part of. My thanks go specifically (but not exclusively) to Andrej Sinkević (who is moving back home to take care of his family) for overseeing the creation of new weapons sounds, environment sounds, and making sure we are expanding upon the options available. My thanks also go to our Environment Designer Senchi for making Chernarus exciting again, for his passion, for thinking outside the box and for trying new things. At the same time, I would like to introduce Filip Čenžák, who will be taking over the DayZ responsibilities in our Audio Department, and will be sharing what's coming here in Status Reports :). Good luck, Filip! Even though we've said a couple of good-byes early this year, the work hasn't stopped and we have progressed significantly. So let me go over the updates that we have seen on our internal build - there are some exciting things we have been working on: Prone Combat We've had a prone review meeting last week in order to look over what's next for the feature, and we have started tweaking the turn animations and bugs with collisions in different parts of the prone animation. Ladder climbing Right now, we're working on a script implementation to make ladders available ingame, as most of the stuff is almost ready. We will definitively come back and check the data and overall ladder setup again once this part of the game becomes testable. Melee Combat Another iteration of melee combat is now available in-game, with new heavy and light attack modes, new evades, bug fixes for targeting, and animations for melee with ranged weapons - those are ready to get into the animation graph for quick tests. Dynamic Spawning We are trying to unify the spawning in-game to use one spawn function, and we're refactoring dynamic ambient spawning system for specific situations around the player. Peter shares more about this in his part. Vehicles Work has again started on vehicles, as the Enfusion Engine hierarchy for entities gets further in its development. Our focus is on the refactor with creation of locals pace, and real player character being in the vehicle rather than a dummy character. If you remember, there were issues like entering a vehicle and crashing, which would teleport you back to where you entered the vehicle, simply because the system didn't really allow for something being inside of a vehicle - it was all dummy characters and lot of improvised hacks. Camera The camera has progressed further through several bug fixes, and we are starting to go through ingame data and collisions to fix objects with wrong collisions, which of course benefits more features than the camera itself. The Infected We have finally started again the work on the infected, as the player character features are getting in better shape. Mirek has started a refactor on sensory mechanics, jumping, and combat, and we are going to have a longer discussion on our expectations tomorrow. Besides the specifics above, the weapon team is getting through the expected list of weapons for experimental at a steady pace, implementing the new features for every weapon, adding all the animations and making sure everything works as intended. At the same time, we have people tackling issues of the last inventory implementation or looking into the server browser back-end. And I'm going to shut up now and get back to work! ;) - Eugen Harton / Lead Producer Dev Update/Peter Search for apples, now something of an iconic user action is gone forever. The same goes for every other search action present in the old DayZ! As you know, search actions were added as a placeholder to broaden the possibilities of survivalism, and promoting the hermit playstyle in terms of gathering food and other useful nature resources - may it be rocks, sticks or feathers. Driven by a random number generator, which I’m really not a fan of, it was nearly impossible to balance the outcome of these actions. They were open to abuse by limitations of the old animation system, and they also didn’t make sense from a visual point of view. Now, the part of Central Economy which deals with dynamic spawning is able to also spawn such ambient loot as apples, rocks or mushrooms. Dynamically spawned ambient resources are linked with static objects in the map, for example apples are linked with apple trees and rocks with stone paths or bigger rocks. As mentioned these items are spawned dynamically around players, and they are capped from the side of a linked object, as well as by a total maximum amount available of that specific loot type (e.g. max 3 apples per tree, 100 apples total). Once a player leaves the area, ambient loot is despawned when its lifetime ends. Of course, as it’s part of Central Economy, it’s all properly synced, and all players will see the same ambient loot in any given area. Our solution is also friendly to server performance. I’m really happy that we were able to finally add such feature as it puts emphasis on our physical approach to design, and provides a more authentic feel to the overall experience. When you see it, you can take it... see you in Chernarus, folks! - Peter Nespesny / Lead Designer Dev Update/Mirek Hello survivors, not much has changed since the last Status Report. We're still dealing with pretty much the same tasks as last time, there's just one little change. We've started the work on improving the infected a little bit earlier. Currently, we're focused mostly on improving stealth mechanics, which means adding some new features for AI sensors and tweaking their parameters. Together with AI sensors, we're adding some new animations for movement. Here's a small teaser of three new movement variations. You can see that the movement is still not ideal, especially when the infected is making sharp turns, but rest assured, we will improve this - the animations are already prepared, we just need to spend time on the implementation. - Miroslav Maněna / Lead Gameplay Programmer Dev Update/Filip Hi all, Filip here! As Eugen already mentioned, I'll be taking over most of the audio-related tasks from Andrej - and that includes writing the Status Reports for you! The sound department is focused on character sounds now. We could finally implement footstep sounds with the animation system as we intended. That meant creating a new animation event for every footstep in all animations. It took a while, but now we can synchronize footstep sounds with animations with much better accuracy. There are still some technical issues that have to be solved, so we hope that the programmers will find some time for us in their busy schedule. The second major feature we are working on now is attachment sounds. That means cloth rustle, backpack or weapon sounds when the character is moving. We have a working prototype, which will allow us to have different foley sounds for different types of clothes or other things you can wear. For example, it will allow us to have different cloth rustle sounds for shirt and leather jacket. In the final mix, the sonic differences will be small, but still noticeable and should create bigger immersion for players. - Filip Čenžák / Sound Designer Community Spotlight Hello Survivors, You are important to us and we are glad to see all your content. We don't want to keep it just for ourselves, so let's share it! Do you know BIBIX? He is a streamer from France and a true DayZ fan. He decided to visit the real Chernarus this week and to come greet us in Prague on the way. He took a photo with Peter Nespesny and visited Stary Sobor. We hope you enjoyed your trip, BIBIX! When I visited the DayZ Steam community, I have found this nice artwork by Mr. Boogie. Simple and beautiful. Check out more of his work here. Eiemoja is a loyal DayZ fan with more than 2900 hours in the game and is also an enthusiastic artworker. If you are interested in his work, here is his Steam collection. This picture by M.J.D. shows the last moments in the life of the owner of a village pub from Chernarus. I like hidden stories like this one. And when we are talking about stories, I fell in love with this one. It is romantic and sad at the same time. Good work! "Close to retirement, an older couple, Archeologist and Chemist, traveled to Chernarus to look for out-of-place artifacts when they are hit with the outbreak. They stop at nothing to remain together through it all." I know we had M1NDR here last time, but this is one really entertaining video! He met Jessica the medic. But he didn't know how much she loves blood… We can see a lot of Snapchat filters on DayZ characters lately. There is a Reddit thread dedicated to it and people are adding their creations. Snap face is really freaky ... Let's solve the riddle. The answer to the last question was "Kumyrna". It is an old, abandoned town on a mountain plateau directly south of Guglovo. The wall of fame: Spaggie Bryce Johnny K CryDoXz Jake JoK3R Habu BigRig Johnny Bravo goof3y KalleK Tyler TheReverned Question of this Status Report: Near which town is this place located? Send me your answer to our official Twitter account! Thank you for your amazing work everyone and see you in two weeks! - Baty / Community Manager
  11. Game wont launch

    I am not sure if we can help you here on the forum, but make a ticket on our Feedback Tracker, guys there know about every issue with the game and they can help you. https://feedback.bistudio.com/ https://forums.dayz.com/topic/232903-new-feedback-tracker/
  12. Hello, 1. delete dayz.cfg file from your documents 2. if that doesn't work make a ticket to our Feedback Tracker, they will ask you some questions because this shouldn't happen. https://feedback.bistudio.com/
  13. Art to work

    I love this!
  14. preview program

    Xbox Preview program will happen this year.
  15. I Cant Open My Steam User İnterface

    Hello, we are investigating this issue, can you contact our Feedback tracker, please? https://feedback.bistudio.com/
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