Jump to content

Baty Alquawen

DayZ Hero
  • Content Count

    804
  • Joined

  • Last visited

Everything posted by Baty Alquawen

  1. Baty Alquawen

    Status Report - May 8, 2018

    Following an entire week of Stress Tests, the team has gathered around to report on the results of our first public testing phases for 0.63. We’ve received so much feedback from you guys and we’re going to dive right into it; but first, there is someone you probably haven’t read in a long time! Dev Update/Brian Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Filip Community Spotlight Dev Update/Brian Greetings Survivors, I can't begin to tell you how great it has felt for myself, for Peter, and honestly for the whole team to see all of your reactions to the work that has been done on .63, and DayZ as a whole. For what seems like years, a big part of the team (especially Design and Animation) have worked on documentation and internal prototypes without hardly any feedback. To finally be able to start sharing some of this with you all (and thanks to platforms like Twitch, Youtube, Mixer, etc - SEE) and hear your thoughts has been the most uplifting since the Early Access launch on Steam. It’s a good day for DayZ and the DayZ community. I can not wait for .63 to hit experimental (and stable as well of course!) and begin to be able to spend more time with you all in this new DayZ experience in longer play sessions. With that said - I feel DayZ has reached a point in which I, much like how Dean felt years back - am no longer needed. I've spent years talking to you all, working with the team, and collaborating with Peter on where we want DayZ to be, how we want DayZ to feel. Now that you have started to see, and touch DayZ .63 I feel like our plans, our dreams are finally within grasp. Peter Nespešný and the design team have a rock-solid grasp of what DayZ is, and what it needs to be. All of our systems have been discussed, documented, and discussed again. For the last year, I have been slowly taking more and more of a back seat (as I'm sure some of you have noticed) and tried to push folks like Peter, Adam, and others to let their voice be heard. Over that year I have made plans for what is next for me and worked for free with Peter Nespešný in a design consultant role. I won't lie - it hasn't been easy, and there have been times where Peter and I both were uncertain about how .63 would be received, or how it would perform under full-scale load. I don't want to be a broken record - but I am so happy that all of those concerns have been washed away. DayZ has been my life, made my life - and been so ingrained in who and what I am that I won't be able to just walk away. Hell, I've just crossed 7,000 hours between two accounts. From here, I look forward to opportunities back home in the States, being closer to family, and playing DayZ as much as I possibly can. I certainly have not forgotten my promise to TSM Smak to do a 24-hour stream when DayZ hits 1.0. See you out there in Chernarus folks, the sun is rising and the future looks bright. - Brian Hicks / Creative Director Dev Update/Eugen Dear Survivors, before I start, I have to thank Brian for his contribution to DayZ over the years and wish him the best in his future endeavors. His passion is an inspiration to many. And I’m pretty sure we will be seeing each other in DayZ all the time :). I know we both wish for the game to grow and improve and finally testing the 0.63 has been a step in the right direction although a lot of work remains to be done. On that note, I want to thank you for participating in the last few stress tests. Feedback is coming in from every channel and we read all of it; from our forums, Reddit, Twitter, and more. I noticed a couple of topics that are coming up, and I want you to know we will be looking at these in the testing of both stress test build and experimental. We will prioritize resolving issues depending on their severity or their impact on the gameplay, while also working on more advanced features like climbing, vehicles and base building alongside that. I want to remind everybody that these will be part of the experimental build but probably won’t appear in its first iteration. It is extremely important to test these during experimental because as soon as we move the build to the stable branch, we want to focus on bug-fixing and tweaking. Don’t forget that as soon as we hit experimental, customer servers will be able to switch over. Now let’s get back to the things that were tested thanks to Offline DayZ being available, although it is definitely not representing the DayZ experience yet. Distant sounds, not hearing a gun or where is it coming from, or megaphone audio not traveling far enough; all of these things require tweaking as most of the initial configuration has not seen a revision yet, we will be looking into these as we progress with experimental. Distant lights, either a flash from a gun or a camp far far away; now these issues sadly have no simple solution, but we are talking about possibilities and will experiment with those as we get further down the development. Inventory visuals and functionality; a lot of the underlying tech is in, and visuals are still WIP. However, there are a lot of things we want to improve and work on during the ongoing testing. We want the game to feel physical and consistent in its behavior, as well as making sure things are telegraphed to a player when they need to be, focusing on the user experience of crafting and manipulation. The idea is there it just needs a lot of bug-fixing and tweaks. Besides the issues mentioned above there is an amazing amount of gameplay feedback, from the crosshair interactions, reload mechanics, aiming, shooting, controls, actions and more. We will be looking at what has been said and discussed and I know Peter will talk about these in much more detail over the next few status reports. As already mentioned before our next goal is multiplayer testing with infected and I’m definitely looking forward to that one! - Eugen Harton / Lead Producer Dev Update/Peter Two weeks passed since the first Stress Test of DayZ 0.63. In the meantime, there have been another three more Stress Tests plus we added the possibility to play in an offline mode if you are interested in trying out what’s on the table with the “new” DayZ. During this time we gathered a lot of qualitative and constructive feedback from you - our community, which I am very glad for (read past Status Report to find more about my feelings designing something without feedback for so long). Now I would like to comment on the most important things through the Status Report, which is the most effective way on how to reach most of our players. As most of you know, our goal is to make everything to feel as tangible as possible, so you really need to be making things over time, at least most of the core actions. In this respect, we chose to have reactive raise of hands. To maintain the active stance, in which you can endanger others or defend yourself against them, you need to hold a dedicated button. Once you remove your hands from controls, the character should be rendered as relaxed and harmless. Telegraphing intentions and what’s going on is one of the most important aspects of DayZ. However, from feedback it seems like there is no problem with holding raise to become actionable, but more with the actual switching to iron sights while the firearm is raised. Currently, this is bound to MMB/LSHIFT, which obviously feels awkward and clunky, especially when it’s on another hand than the one controlling aim and shooting itself. One solution is to a double-click of raise and then hold it to enter ADS directly, but unfortunately, proof of concept which was available in first Stress Test, was implemented in a very crude way and it felt very unpleasant, confusing and it did not meet with understanding. Personally, I think a chain of actions is fine, firstly I’m raising my firearm to do some immediate shooting or I enter aiming down sights to get better precision, especially on mid to long range. On the other hand, I know that I will be upset finding myself in an advantageous sniper position and having to hold raise for the whole time waiting for the right moment to strike the target. I can assure you that we are very aware of this discrepancy and we want to solve it. As many of you already suggested, and we are tending to it for some time already, the solution is to simply have raise still on hold, but ADS (aim down sights) togglable from a lowered stance. While I’m not a huge fan of such kind of “togglability” of states (you won’t believe me how much it triggers me off watching friendly survivors talking by a fire while aiming at each other's faces), we will definitely try some other ways to address this until we end up with implementing this simplest solution. Another thing which is causing some tables flipping around is ‘hip fire’, respectively how accurate it is. Actually, it’s not hip fire, as the firearm is in the same position as while being ADS - the only difference between these two is the camera position - but for simplicity’s sake let’s call it ‘hip fire’. In the first place, it needs to be clear that ‘hip fire’ is not meant to be accurate by any means. It should be used for immediate reactions at very close ranges. Anyways advantage of it in its current state is coming from several factors. I already mentioned non-ergonomic switching to ADS above. First off we changed how the direction of the projectile trajectory is calculated while shooting from ‘hip fire’. Currently, it’s always heading from the weapon to the center of the screen. In the previous version .62, bullets were always fired out in the direction of a barrel of a gun, which didn’t make sense to anyone, which led us to introduce a floating crosshair to show where the barrel is pointing at (you kinda know to estimate that direction even when firing from hip IRL). However hunting this floating crosshair which is jumping across the screen like crazy is unpleasant and in the end, doesn’t make sense. So why not simply shoot towards the center of the screen - hence the change. Of course, the current implementation has a few worst cases where it’s not working properly or very badly to be honest, but those will be fixed one by one. Another thing is that after the rewrite of the weapons we are missing implementation of dispersion - random cone-shaped spread defined by angle. Previously it was used as kind of an inaccuracy from the manufacturing process where long barrel weapons were most accurate and short barrel ones were least. We are not using it anymore as I think ‘fighting’ some random nonsense on mid to long ranges is over the top, as players are already challenged enough by mechanics like sway, recoil, zeroing, actual bullet speed and drop - all that combined with character movement, which is enough. However, if it’s applied only while using ‘hip fire’ it can help to introduced much welcomed inaccuracy on mid to long ranges. For now, we will try to address it with modified sway while not in ADS to see how it works out. Next thing is the overly precise crosshair for ‘hip fire’. The former crosshair was ugly for sure, but in its size, it wasn’t precise at all, thus it was hard to assess the center of the screen, but still good enough to show the direction of shots. After a massive outcry about how ugly the crosshair is, we change its look as it is very simple to do - and to show you how a simple change can have a huge impact on gameplay, which, not surprisingly, you don’t like. In the past during internal playtest we ran a series of tests without a crosshair, but people were mostly unable to shoot anything even on close ranges during stress situations which required fast reactions. Personally, I’m for the complete removal of the crosshair, but then there are plenty of 3rd party software or monitors allowing to overlay crosshair on screen, making it unfair to those playing fair. By the way, you can disable crosshair (along with dot) from options (game>crosshair>off). Forcing disable of crosshairs will be also available server side. As a mix of all the above, there is a possible exploit now with ‘hip fire’ where you can fire immediately after pressing the button for raising firearm where the dot can be abused for super precise aim. Of course, this will be fixed down the road. Advanced firearms manipulation and subsequently accentuate usage of quick slots as pockets with instant access to items in them, is related to the philosophy of DayZ’s survival element - being prepared for possible things to come. Using quick slots for anything else beyond the switch of items in hands is not standard at all and it needs some time to get used to it for sure. Compared to old DayZ (.62 and previous versions), we changed loading weapons to hold-action, instead of just click, for a reason that weapons with internal magazines will be loaded continuously - same as how feeding detachable magazines works now. Next, we enriched the usage of quick slots for initiating any combining actions, basically crafting, but I have to see someone to using it like that yet, as it can save a lot of time and inventory access. Anyways quick slots have that disadvantage that they are kind non-ergonomic, especially for hold-actions which is of course a problem. Just the fact, that R key isn’t working as it’s used to work across all action games, which is so deeply rooted standard, inflames most of the players. I would like to point out, that currently, we cannot present you the big picture, where the pieces fit together - and that’s manually charged firearms like bolt action rifles or pump shotgun - which internal magazines can be continuously loaded and have to be manually charged prior to every shot, where R is used for now as it’s manipulation using a mechanism of the weapon. Even if it will be still unclear and uncomfortable after that, we have already plan B prepared, which makes R key to behave in ways people are more accustomed to. In that case, R would reload magazine or chamber (most probably from pre-prepared items in quick slots) while holding R would manipulate with the mechanism, or unjam it in such chase. We will be able to see and evaluate once manual firearms are implemented. There is also critique regarding weak recoil. It’s good to know, that the new system for recoil is good, however, there is only one setting used across all weapons for now if I’m not mistaken. As it was tweaked for low caliber pistol, of course, it seems very off using an AKM. Better recoil patterns will be added gradually. From other stuff related to gunplay which is also being questioned is hold breath. To be more specific - its default keybind, which is currently set to left CTRL. At first it seems to be non-ergonomic, but on the other hand, it makes sense as it’s paired with the walk modifier. With the upcoming new input controller we will separate these actions from each other, so we will be able to bind them independently. It’s worth to mention that most actions of the new character are hardwired to the actions of the old one which is gone for a long time now. This means we are in some occasions limited in achieving the desired result (for example we are still missing hold-action for environment interaction - currently bound to F, which limits us in the introduction of continuous actions, like drinking from the pond). Until the new input controller is in I would advise you to not rebind controls as it can completely mess up a new character in some cases. Seems like I already made it into a solid wall of text even as I wanted to comment on other stuff as well in no particular order, like weapon changing animations, bleeding, hit impacts, falling, stamina, HUD and tendency icons, headbob, fake inertia, clipping issues in FPP, inventory, infected behavior, melee combat, balancing in general, lack of content and more. But I would better stop right there and leave those for next Status Report. Brian, thank you for all your hard work for DayZ, your passion will be missed... see you in Chernarus man! - Peter Nespesny / Lead Designer Dev Update/Mirek Hello survivors, today, I'd like to write about current Stress Tests, how they are helpful to us programmers (especially server-side stuff) and what's the plan with next Stress Tests. Secondly, I will write about our progress on the infected. First of all, I want to thank all of you who are participating in these Stress Test sessions. They already helped us to find performance bottlenecks, some thread deadlocks, sources of crashes and connection issues. We fixed several of these issues and we're working on the rest. We've prepared some performance optimizations, which are in our internal branch and are ready for internal testing. Our current Stress Test scenario, where all players are spawned in the same city, is probably the worst case for server performance and network traffic. Although we're quite happy with the numbers we received, we'll continue to improve performance till DayZ hits stable in version 1.0. The next Stress Tests scenario (I'm not sure now when it will happen) will look like your ordinary DayZ session, which means that players will be spawned at different places and infected will be present. In these sessions, we will try to continuously increase player and AI numbers to see how intense we can populate Chernarus. Please keep in mind that the AI can be still buggy in these test so don't be angry if you'll be killed by infected which went through a wall (I will explain why this is happening in next paragraph). So, now about the infected status. Some of you have met them in our recently released offline mode and noticed that they can go through obstacles sometimes. This is known to us and it's happening because we decided to save some performance on collision detection, therefore we've disabled collisions between AI units and static objects during movement - the navigation system should keep AIs on the navigation mesh and that's the reason why we disabled this collision detection. This bug is one with the highest priority and hopefully we will fix this navigation issue soon. About infected and their features - basic movement, stealth mechanics, and fight logic are in place and we are iterating them. Designers are tweaking infected senses, which means they are balancing how infected can spot a player depending f.e. on player's stance or clothing which they wear. We're adding some more movement features right now - turns and crawling. Crawling will be there a little bit later because not all animations are ready now for this movement state, but here you can at least see transition animations in the game: Turning - I think it will be best if you look at these samples, to see what that means - I believe these will make stealth and fight funnier: ' And that's all for now. As you can see, stability improvements and infected are our current milestone. Hopefully next SR we will be able to show you more from other game features. - Miroslav Maněna / Lead Gameplay Programmer Dev Update/Filip Hi all, over the last couple of weeks, we've made several improvements. We’ve implemented ambient sound attenuation for interiors and added a smooth transition between outdoor and indoor states. The number of ambient sounds that can play simultaneously is now higher plus we’ve added a few new controllers, so sound can react more dynamically to weather changes. Regarding doors, we redesigned door open/close sounds and added over 200 new sounds in the process. On a different issue, the localization of sound sources in 0.62 did not work very well. The visual position did not correlate with the position of the sound. Especially with animals, which you can hear over long distances, this slight offset made them hard to locate. This is why we decided to redesign vector panning. We are very happy with the changes we did for stereo configuration and now we are concentrating on surround configuration. - Filip Čenžák / Sound Designer Community Spotlight Hello Survivors, it is finally beautiful weather outside, but who cares when you can play the Stress Tests! We released four Stress Tests already as well as an offline version of DayZ and we received a lot of feedback from you. We are glad you are helping us to fix all these annoying bugs and crashes. Let's check what you've sent us through our social networks. This is really cool. An old friend of Sweetest_Kill gave her a DayZ-themed bat with her name on it. It is a nice gift, but please, don't use it on living creatures. Guys, I want to show you a great video made by HandZ. It has everything - sadness, regret, violence, moral decision-making, betrayal and death. Great work HandZ, it is one of the best live action videos we ever saw. DickieTheChamp made a cute DayZ inspired USB. It is a small can of Pipsi and I want it so bad! If you think it is only violence and blood in DayZ, we want to show you that you are not right. You can find love there as well. Mach and FubarBundyy can confirm we are right because they met in DayZ and they fell in love with each other. They are just celebrating one year together! So adorable! Willkillshill shared his selfie photoshoot with us, from when he was playing on one of the Stress Test session. And it is hilarious. And now some real Chernarus thing - on Reddit, zverus showed pictures of the real Nord East Airfield named Nalivaikivka airstrip, which is located near Kiev in Ukraine. Check it out, it is really interesting: That is everything from me today, If you have anything you want to share with us, just send it to our official Twitter account and I will check it out! - Baty / Community Manager Header image by Punchy McSlap.
  2. Baty Alquawen

    help

    Hello, the best place for this issue is our Feedback Tracker: https://feedback.bistudio.com/ Guys there should help you.
  3. Baty Alquawen

    Вас изгнали из игры.(BattleEye:Client not responding)

    Hello zhaman, contact our feedback tracker, please, they could help you there.
  4. Baty Alquawen

    DayZ Series for 63

    Whoa, I really like it!
  5. Baty Alquawen

    House situed in 80.4/83

    Hello samgoro, send me to PM your Steam 64ID and an IP of the server. Thank you!
  6. Baty Alquawen

    Keyboard not working

    Hello, I never heard about this issue, contact our Feedback Tracker, they can help you there: https://feedback.bistudio.com/
  7. Baty Alquawen

    Unscheduled maintenance

    Good morning, Survivors, We need to perform unscheduled maintenance on Stable branch. Servers should be up in an hour.
  8. Baty Alquawen

    Status Report - 13 April 2018

    Latest Development news from Eugen, small teasers of the upcoming changes to radios and other VoIP devices, as well as the final particle effects for gunshots, and also a nice summary of our trip to PAX East! It's not Tuesday, but it's still Status Report time, so let's read! Contents This Week Dev Update/Eugen Dev Update/Jan Dev Update/Boris Community Spotlight Dev Update/Eugen Dear DayZ players. All of us here are both playing and tweaking the version for the first Stress Test. You might be asking why it's not out yet, and how on earth we are enjoying it and not sharing that with you? :). The current state of the build, although fun and quite consistent, is still a bit unstable. And what I mean by unstable? In the worst gunfights with large numbers of players and looting, we can still see at least up to 10 different crashes averaging in up time of less than an hour. We fixed about 500 bugs so far for this Stress Test alone, and there is about 50 left. About 10 of those are crashes that have been plaguing our most recent internal playtests. The good news is that we were finally able to debug the reasons behind these, and are working on fixes as you read this. Quick look at the issues that need fixing for 0.63 Experimental as of this afternoon (not including features that still need to be implemented). Click to Enlarge Once these fixes are confirmed, and if nothing else pops up (usually does, but fingers crossed!), we will evaluate the state of the build again and start with Stress Testing. We are as anxious as you to get this ball rolling :). Now for the work invested into things that are not launching with either Stress Tests or with the first Experimental build: there are about 1000 bugs fixed so far for Experimental and we are doing some heavy work on UI visuals and functionality to go beyond the basics needed to develop on the new engine. Jumping has got into the game with its first iteration and will be followed by climbing later as we polish animations and possible edge cases where players get stuck. On the notion of having other means of movement rather than walking and running, we are still working on 0.63 vehicles, and also the first helicopter iterations for internal testing. These are still heavy work in progress as vehicles, base building, and several other features are still waiting for a commit (= implementation to the main game code) of technology that we have mentioned a couple of times: enabling hierarchy between entities in the game. We will move on to that commit once we confirm that there are no larger issues during Stress Tests. Just to give you some scope (since I started using numbers) over the years, we have tracked around 30 000 issues and resolved about 25 000 of them, where resolving means that some have become irrelevant on their own either due to change of tech or design (Expired, Won't fix, Duplicate, As Designed and other resolution types in the chart below except for Done or Fixed). Part of the remaining unresolved issues is also related to post 1.0 content and features: A quick look at the issues that need fixing for 0.63 Experimental as of this afternoon (not including features that still need to be implemented). I'm excited about what's to come with the first stress test and feedback that we can work with. I'll be there trying to survive there with you! :) Eugen Harton / Lead Producer Dev Update/Jan Hello everybody! Voice communication is something we haven't really talked about for some time. So I'm here to introduce you to the changes we've done on the gameplay side. But since this is my first Status Report, I'll start with a small introduction. My name is Jan Huòka (on the internets, I go by the nickname Zoidy) and I work on DayZ as a Gameplay Programmer specializing on networking - but I also worked on the new damage system, login/logout process and a bunch of other things. The main goal of these changes was to make the communication as seamless as possible. As soon as your radio has a battery in, you can talk on the selected frequency. If you turn it off, you're automatically using direct communication again. Currently, we have three types of communication devices in the game. Megaphone, personal radio and also a Public Address System. Radios Personal radios are very easy to use. You don't need to hold the radio in your hand, it can be anywhere nearby like in the inventory or just on the ground and you can still use it. Other survivors nearby can also use your radio if they're close enough. To transmit on larger distances, you can use big radio stations. Signal strength is based on the maximum distance. The closer you're to the maximum distance, the more noise you're gonna hear. The same goes for the text chat. The closer you're to the max distance, the more can your text message be corrupted. Public address system (PAS) We placed quite a few PAS loud-speakers across the cities of Chernarus and now you'll finally be able to use them. PAS broadcaster can broadcast your voice to all loud-speakers in range. You just have to stand close to the broadcaster. It is also possible for multiple players to use the broadcaster at the same time. Listening players are hearing voices of the speakers from the loud-speakers based on its distance and direction. Megaphone Megaphone needs to be held in hands to use and it basically allows your voice to be heard on larger distances than just talking. Server keeps information about nearby communication devices that every player is currently able to use. This information is then cross-referenced against other players and the result is a "list" of players that you can communicate with. All voice messages and also text chat messages are routed to appropriate clients using this information. Thanks to this, you can transmit your voice to multiple devices at the same time. For example, if you want to set up some radios on different frequencies nearby your PAS broadcaster and then broadcast your amazing speech on all possible channels and PAS at the same time, it is completely possible. Contrary to the original plan, you cannot use one device to transmit to another device. Like leave your personal radio nearby PAS broadcaster. The chains of devices that could be created using this feature could become very complex really fast. We would also need to constantly check all communication devices on the whole map to update these chains, which could get costly in terms of resources. But we'll try to keep this in mind and maybe this feature could make it to the game on some smaller scale. We added and tweaked the sound filters for different types of devices. Radios still have their typical noise, but megaphones and public address system received some nice echo effects, so you should be able to tell what device is the source of the sound. If, for example, there are three radios around you on the same frequency, you're gonna hear the same voice with a little echo, so you can recognise the same voice is coming from multiple sources. The echo is calculated based on the number of devices and their distance from the player. Thanks for reading and I hope you're gonna have a lot of fun with the new communication system in Chernarus! Jan Huòka / Gameplay Programmer Dev Update/Boris Survivors! I have some news from our scripting team - I'm happy to say that the system for weapon particle effects has been finished for some time now, so here is a small sample of the quality of muzzle flashes you can expect to see in the 0.63 Stress Test: Note that rapidly firing for a prolonged amount of time will heat up the barrel, causing a continuous stream of smoke until it cools down. In later experimental updates, badly worn out weapons will tend to smoke more as build-up collects in them, which prompts players to use the weapon cleaning kit to avoid malfunctions. The next task related to gunfights is the improvement of bullet impact effects (including blood splats), which are meant to better visualise our advanced ballistic system. Currently, we have a simplified placeholder system implemented until the final solution is fully prepared. Fire away, survivors, but mind the heat of your gun barrels! Boris Vacula / Scripter Community Spotlight/Baty Hello guys! I don't know if you noticed, but me and my colleague Martin were invited by Microsoft to show you the Xbox One DayZ DEMO at PAX East in Boston. Yes, we already have a playable single player 0.63 demo that runs really smooth, and this was the first time we presented the Xbox version to public! We were a bit nervous about the reactions, but your enthusiasm about the demo calmed us down and we were really happy that you liked it. Xbox players had a chance to try the demo for the first time, running around and exploring what DayZ is all about. Meanwhile, experienced PC players were testing new features, because it was also the first opportunity for the to get their hands on 0.63. If you want to see a personal experience of one of our players, here is a video from Jake: And of course, we've met so many nice people who we know only from online communication. For me, that was the highlight of the show. Thanks everyone who stopped by and talked to us or just tried the demo! Our little station was right there. Massive thanks to Microsoft for inviting us to their booth! Pax East was so crowded! We've met a couple of survivors in DayZ cosplay! Some streamers like MarkstormTV, TheLoyalPatriot, LtDanOfficial, Mr. Moon, Deadly Slob, GamerDad, Johny Rotten, Puhdado, Acesfury and Jakon tried our demo too. So many amazing people came to Pax to meet us. We love you guys. Community Events Let's check out some events on private servers. The first one is organized by DayZ Underground server and it is called "king of Severograd". Be ready tomorrow at 4PM EST. Don't forget to register! Another one will be on Saturday at 7pm CST on the DayZ Noob server and it is melee weapons only. You can win a fully decked M4A1, AK101, AK74, FAL and AKM. Nice prizes! And the third one is today, so run and join other survivors on TopeRec&Spaggie's server (185.16.86.37:2602) at 20:00GMT as soon as possible. Communuty FAQ The last thing for today are some of your questions (we'll do the riddle next time): Is PC your primary platform? Yes, it absolutely is our primary platform. Every piece of new content, every feature, every new bit of technology always gets into the PC version first. Both Xbox One and PlayStation 4 run only what already exists on PC. Ultimately any development progress made now is always implemented on PC first. Should we be worried about DayZ being on consoles? No! Quite the contrary: we need to squeeze every frame, and every possible line of code optimization out of DayZ in order to make it run well on consoles. This massively contributes to the overall improvements of the PC build. Exploring new platforms with DayZ also opens more possibilities to cooperate with different partners - if we did not make DayZ on Xbox, it would be harder for us to visit you in person or events, for example. Is it going to slow down PC development? No! Remember, PC development is console development. It's not two different things. There is, of course, some amount of work associated with specific platform support and bug fixing, mostly in programming and QA, but we're not taking the time of any developers that are critical for reaching our Experimental, Stable and 1.0 goals for PC. And that is all from me today. Don't forget to send us your videos, pictures and everything DayZ related you've made, because we love it! Header picture by Lith3on Baty/Community Manager
  9. Baty Alquawen

    Status Report - April 25 2018

    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.
  10. Survivors, we're shutting down Experimental servers in order to prep them for the upcoming Stress Tests. Please switch to the Stable branch servers - and don't panic, we're not launching the Stress Tests just yet!
  11. Baty Alquawen

    RSS feed for dev announcements on this forum?

    Still nothing new, low priority now, sorry. :/
  12. Baty Alquawen

    Stable Update 0.62.14463

    Hello Survivors! What is new in 0.62.14463: Christmas trees are deleted (presents are still in, because we know you like them a lot). Security update. Don't forget - we released the new Status Report yesterday: https://dayz.com/blog/status-report-16-january-2018
  13. Baty Alquawen

    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!
  14. Baty Alquawen

    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.
  15. Baty Alquawen

    Stable servers are down

    Servers are back, thank you for your patience!
  16. Baty Alquawen

    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!
  17. Baty Alquawen

    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/
  18. Baty Alquawen

    Hotbar issues

    Oh, thank you.
  19. Baty Alquawen

    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?
  20. Baty Alquawen

    Hotbar issues

    Can you record a video of this problem, please?
  21. Baty Alquawen

    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/
  22. Delete the DayZ folder in your Documents.
  23. Baty Alquawen

    Layers

    We were talking about this in the dev team. But can't promise anything right now. :)
  24. Hello, You can't create your own server without renting now, but yes, it will be possible in the future with the BETA update, not right with the first update probably, but definitely during BETA.
  25. Baty Alquawen

    Status Report - 27 March 2018

    We're back from a trip to GDC, and also back to the regular Status Report schedule. Let's read more about our upcoming 0.63 public stress tests, our progress on Xbox, and plans for PAX East! Dev Update/Eugen Dev Update/Filip Community Spotlight Dev Update/Eugen Dear DayZ players, There is a lot of commotion in the office as we get near our first 0.63 public stress test (which I will talk about more today and share details of why and how we are approaching this step, and what should be the outcome for both you, the players, and us - the developers). Besides the obvious focus to get things into public hands for testing, we are dealing with issues related to weapon collisions with environment and zombies. While also working on climbing and jumping to make traversing through the environment a much better experience.There is a lot to cover in the coming weeks, and we are looking at the missing pieces, as well as pushing for the level of polish we want to achieve before we finally move 0.63 to the Experimental branch of DayZ on Steam. 0.63 Stress Tests As we've mentioned during our 0.63 Dev Live Stream, the initial releases of 0.63 will take the form of time-limited, focused stress tests. To differentiate these stress tests from the more traditional Experimental testing phase, we'll create a completely new "Stress Test" branch of DayZ on Steam, which anyone of you will be able to switch to, and play on test servers provided by us. Once 0.63 gets ready and releases on the Experimental branch, this option will be gone, but we expect to have more than one of these stress tests happening in the next couple of weeks, so you might get a chance to hop in early and test the game in a limited capacity. Our main goal with stress tests is to test server load and see the number of players we can handle on one server. These stress test can both happen very often, or there might be some delay between them. We will be auto collecting logs and servers crashes for further analysis, as well as profiling the server performance. A big chunk of the work will go into making sure we get lots of data to sort through and evaluate. We will announce the time of each stress test on our social media channels so that you can prepare at least a little bit ahead of time. Besides the timeline of availability, we will try and provide you with a list of things that we've assigned the highest priority for getting feedback on. I know a lot of data miners are going to look into everything we've done with the game, as there is tons of work in progress features hidden inside the client data, possibly including some not yet covered details that may cause a little bit of premature excitement. While we totally expect that this will happen, we will be, however, pointing our focus towards a more limited set of things at one time in these tests. For the first test, we will try to take a close look at the new implementation of gunplay and player synchronization. You will be spawning in a much more concentrated manner on selected locations in Chernarus, already equipped with basic gear that we have ready for testing. Many things in those builds will still be either disabled completely or not spawning. On the other hand, we will try and increase the player numbers per server to see how far we can go. It's going to be a bit of a bloodbath, that's for sure! For the first bunch of stress tests, there will be a limited time window, with a limited number of items spawning, and also with a somewhat limited functionality so that the data we are collecting is helpful. We are at a point where we need your help, your feedback. It's necessary for us to move forward, and to make sure that when the game goes live for everybody, it’s as consistent and reliable as it can get. For now, there will be broken animations, bugs and different annoying details that we know about. However, I cannot state how important for us it is to start testing now, and not wait any longer. Some of the issues we might encounter will take some time to solve, and will only be able to be reproduced in the high traffic environment of public testing. Now to answer the question why we do so with a limited feature set and in a limited time window: any data collection past the initial findings and blockers is diluting the effectiveness of such efforts. Problems can be hiding in layers - as you fix one, another appears because with the first problem in its way, it never had a chance to occur. We think we know about a lot of them - if not most - but we realize there is more to do. It's going to be fun either way - we are ready to face this head on, and roll fixes in quickly. Ramping up our communication both ways is an important part of the process that's coming both during stress tests and in Experimental. For feedback, videos are one of the best mediums for us to understand what’s happening, so if you have a chance to share them with us on the Feedback Tracker and the DayZ forums, they are more than welcome! We'll talk about this when we release the notes for each stress tests, but as mentioned, we will mostly be looking for inconsistencies in player movement and gunplay. You'll definitely experience a lot of weird inconsistencies or bugs with things like melee, environment actions, or crafting, but we're working on those, and these just require time, but meanwhile, we can already run tests on those focus areas that will help us move forward faster. As for when do we start those stress tests - again, as mentioned in the Live Stream, we were looking at the initial releases of 0.63 as something that's weeks, not months away. It's been two weeks since the Live Stream now, and so it goes without saying that we'll all get to some testing rather soon! Keep following us on Twitter, Facebook, and our Forums to be notified when a stress test goes online! - Eugen Harton / Lead Producer Dev Update/Filip Hi all! Over the course of the last couple of weeks, we have worked on several smaller tasks and features such as swimming, footsteps in water, ladder climbing, user action and fireplace sounds. We've also finished the work on the interior controller for weapons and character sound. Now we can have different tails for indoor shooting, reloading magazines of footsteps. Indoor ambient sounds are still in progress. For next few weeks, we will be focusing on melee fight. We will re-design sounds for attack animations and also make many new melee hit sounds. - Filip Čenžák / Sound Designer Community Spotlight Hello Survivors, In case you haven't noticed, we skipped the last Status Report and we broadcasted a Live Stream of the 0.63 build instead, with dev commentary. And we are really happy with your feedback, thank you for that! We are improving our streaming skills and we are hoping to stream more often in future, to share our DayZ development goals with you! If you missed the stream, we exported it to our YouTube channel and you can watch it here: Part of our team was attending GDC last week, where we've met with a bunch of journalists at a closed event organized by ID@Xbox - to all of them, we've presented a short Staroye DEMO of DayZ on Xbox One. People who tried it were amazed by how smooth the game runs, and how good it feels. Here is a short video of the press event on Tuesday: If you are sad you couldn't have tried it at GDC, we have another chance for you to get your hands on our DayZ Xbox demo! We are going to PAX East in Boston next week and we will be there ready for you from Thursday 5th to Sunday 8th at the Xbox booth. I know you always have questions about the console versions! I chose the three hottest ones: Are you developing DayZ for Xbox One X only? No, we’ll be releasing on all Xbox One consoles, and on PlayStation 4 as well! How about the frame rates on Xbox One X? It’s all work in progress, but we’re already peaking at 50-60 FPS in 1080p on Xbox One X, and we plan to support 4K@30 FPS. We’ll see where we end up though! Will there be cross-platform between platforms? That’s unlikely - while it’s perfectly viable from the technology perspective, we’d rather not mix PC and console players because it would cause a noticeable disbalance in gameplay. Let's check out the content you have done since the last Status Report. There is a lot of it, so I had to choose just some of the things you sent me. I know we highlighted Gaming Roach Entertainment before, but he is so original and we love his videos very much! He made a DayZ parody of the TV show "Friends" and it is stunning. You need to see it! I saw a picture on Twitter that made me hungry. And I hope it will make you hungry too. This amazing package was sent by PetitPoney to his DayZ friends. Looks like human meat, doesn't it? I asked the recipient EVILZ if he likes human meat so much, and he replied to me that it is just pork meat and he made a backpack from its skin. Okay, I am going to trust you for now. Look at these cans, can you recognize them? They are just like the ones from the game! This picture was sent to us by Wallamys Uchiha, who made some for himself in real life. Do you want them too? You can make it yourselves, Wallamys shared the labels with us here. I love your artworks guys. Please send more to me! This one is made by Dominik Figlhuber and it is in 80s style. Amazing work Dominic, I am looking forward to your next fanart! Let's check some events that servers prepared for you. Do you know the server Mafia of Balota? Admins prepare events every week and they have some safe zones around the map, so don't forget to read the rules before joining. The event for this week is in medieval style. If you want to participate, just join their Facebook group and learn more there. The Village server prepared a screenshot contest for you. They are looking for the most beautiful post-apocalyptic screenshot taken on The Village server. The contest ends at the end of the month so hurry, you have just a few days to participate. And your favorite riddle! It was really hard last time. The house is between Black Moutain and Svergino and these guys are hardcore fans who really know the place: Uncuepa Jake Goof3y‏ CanisDirus CryDoXz GaryWalnuts And the new riddle is a really hard one, too, because it is from Adam again - he likes to challenge you! If you know this place, tweet the location to our official Twitter account and you can be featured in the Status Report next time! Thank you for your amazing work guys and I am looking forward to seeing your content in two weeks. Don't forget to check our Instagram next week, we will post some pictures from our trip to PAX East there! Love you all <3. - Baty / Community Manager Header picture by RageBruh.
×