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Hicks_206 (DayZ)

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About Hicks_206 (DayZ)

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    Former Creative Director

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    Male
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    Prague, CZ

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  1. Hicks_206 (DayZ)

    So, what happened to Brian?

    What the heck? Unseen devs? You mean the people who are building DayZ? I stopped making commits and switched to managing high level vision years ago, Eugen is a *Producer* - aka Production Management. Hearing from people like Peter *should* be what you want. Engage with him, talk with him. He loves DayZ as much if not more than I ever did.
  2. Hicks_206 (DayZ)

    So, what happened to Brian?

    Guys, jeez. Its literally what I wrote in the SR. I don't run the company, I wasn't the Project Lead - DayZ will be *fine* - Peter is still standing watch. <3
  3. Hicks_206 (DayZ)

    We are shutting down Experimental servers

    .. what the fuck
  4. Hicks_206 (DayZ)

    Brian Hicks

    Woah. There is a lot of weird posts where people put words into my mouth. 1) I love DayZ and that hasn't changed. 2) Still here! 3) I don't think FiveM is a company? I was referring to my work and home life both being all about games. I've been tinkering with writing scripts for other moddable titles as well. It really helps cleanse the pallete and give really cool ideas. 4) I haven't posted in SRs lately intentionally - you can see my reasoning here: 5) Also I've been in svisket's basement.
  5. I see a lot of folks getting upset that bugs in legacy stuff isn’t getting addressed at the speed they would like, isn’t getting prioritized right now, or in general the move to Beta isn’t moving at the speed they would like (or in some cases – systems they are waiting for are not in game just yet). I’m sure for some of you this post will be a rehash of things I’ve said before (and I commend you for keeping up to date and informed on development ;) ) but for those that may have missed some of this stuff, I’d like to go back over it. With .61 we’re a bit backed against the wall, as obviously the lion’s share of the team are focused on the work needed for Beta. Add into that the fact that a good deal of the work and investigation needed to resolve issues on .61 is work that is thrown into the ether so to speak – work that won’t specifically benefit or apply to the Beta milestone and the systems impacted by that version. For example, folks have been vocal about issues such as duping, well spam, apple spam, and so on – the old adage of “a bandaid on a broken leg” can be applied here. Small fixes can be applied, with time and resources – but the root issue is how the old user actions and animation system *allow* for this type of abuse or issues to be present. Part and parcel with the entire impetus behind the new user actions, animation system, and so on. While as we’ve said – we *are* working on the critical issues present such as server performance, FPS drops and so on – our resources and focus absolutely have to be on the proper goal. Getting DayZ to Beta, and 1.0 (again – build version numbers do not equal a linear step by step path to 1.0 – we do not need to hit every number between 0.61 and 1.0 – it is for versioning, not an indication of the progress towards departure from Early Access) When it comes to mechanics and systems not yet in the game – I know I’ve spoken on this in the forums before (and by no means does Beta mean every pending system – but we are all working our tushes off to get the best and most critical in for Beta). A good deal of the foundation and spine of large changes to DayZ are directly tied into the technology that the Beta milestone is dependent upon. Infact – let me try and embed the original post I made here on the forums a bit ago: The spine of how you as players interact with the world is being removed, replaced, and improved – not only does this mean large changes to how DayZ feels – but it (the Beta milestone) means a large change in our focus from new technology implementation and prototyping, to bug fixing and content additions. By no means does Beta mean a “bug free” experience – but it does represent the largest technology change DayZ has seen since the new renderer – and arguably a much, much larger one. I, and we all know how frustrating it can be to be playing on the Steam branches of DayZ – as legacy bugs, and limitations of builds that are a good distance sometimes behind the internal development – but we hope that you hang in there, and continue to go along with us for the ride.
  6. Hicks_206 (DayZ)

    Status Report - 7 February 2017

    Proper map creation for RV/Enfusion titles take year(s) - it isn't like churning out a map for Duke 3D ;)
  7. Hicks_206 (DayZ)

    Stable Update 0.61.137741

    As we have discussed in the Status Reports - we are aware of, and working on the issues. However, I'll have Baty reach out and see if we can gather any specific profiling data from your servers.
  8. Hicks_206 (DayZ)

    Exp Update 0.61.137624

    New Exp/Unstable update today - Additional Fixes for known server crash methods - Attempted fix for invisible vehicles As always, when a build is on Exp/Unstable it is there for testing - so the aim is to find out if these changes were effective. Please file tickets on any issues you find at feedback.dayz.com. Expect character wipes for every exp update moving forward folks! We're still working on improving server performance, which when poor can cause the following issues: - Infected reaction speed may be reduced - Character modifiers/status can become stuck or not update properly - Infected can push characters through/into model geometry causing movement issues (unable to move in a given direction) - Collision/Navigation in some complex structures can push your character around - Issues with door states can occur - Damage being delayed
  9. Hicks_206 (DayZ)

    remove or fix wolfs PLEASE

    You are playing development builds, this absolutely needs to happen. Please file issues on the feedback tracker as you encounter them so we can investigate. feedback.dayz.com
  10. Hicks_206 (DayZ)

    Status Report - 10 January 2017

    Hey all, I wanted to take a moment today to elaborate a little more on what we're tracking as issues on 0.61 - and where our headspace is on them. We're tracking some issues related to degradation of server performance that can cause a lot of frustrating behavior. This didn't come up in experimental builds as it looks to have been related to some of the fixes in post 0.61 stable update builds, which didn't get as much attention as the pre-stable update experimental builds. This can cause stuff like player position getting stuck, player to player sync issues, slow infected, and several other issues. In addition to that, we're obviously aware of VOIP dropping off too quickly (distance wise), character heads appearing black, some client crashes, server memory usage (possibly related to the performance drop off), server crashes, and client crashes. Obviously there are plenty of other things I'm sure players want to see addressed - but will come with iteration, and of course the introduction of new technology. Things like improving the distribution of items in the economy, melee, sway, and so on. As well, don't forget we're still focusing team members on reintroducing vehicles to stable branch - which aren't yet where we as developers are happy with them - but players would like to see introduced. Rest assured, there aren't any major issues we're not aware of guys - but with a lot of things when the technology powering the title is still in development, a quick fix isn't whats needed - or even healthy. So just bear with us - file those tickets at the feedback tracker (Way more help than you probably know!) and keep putting your feedback into the forums.
  11. Hicks_206 (DayZ)

    Exp Update 0.61.136950

    First of 2017! - Testing fix for one cause of stuck character status - Attempted fix for common server crash - Testing fix for wolves killing players who have disconnected - Correction of sun position We'll have some of the servers with persistence off for some back end testing we're doing, and we'll be messing with AI population for the purposes of profiling. Other than that, not too much different with this build. As always, when a build is on Exp/Unstable it is there for testing - so the aim is to find out if these changes were effective. Please file tickets on any issues you find at feedback.dayz.com. Expect character wipes for every exp update moving forward folks! We're still working on improving server performance, which when poor can cause the following issues: - Infected reaction speed may be reduced - Character modifiers/status can become stuck or not update properly - Infected can push characters through/into model geometry causing movement issues (unable to move in a given direction) - Collision/Navigation in some complex structures can push your character around - Issues with door states can occur - Damage being delayed
  12. Hicks_206 (DayZ)

    Mods anyone has planned?

    All slot administration, whitelisting, etc is done through 3rd party tools - attempting to mod it would be a waste of time. All that stuff goes through BE (BEC for example) - which I believe already supports reserved slots, it is just not currently permitted for DayZ.
  13. Hicks_206 (DayZ)

    Stable Branch 0.61.136821

    ^ This guy with the knowledge!
  14. Hicks_206 (DayZ)

    Stable Branch 0.61.136821

    No - there is no known issue with hypothermia. This is functioning as intended.
  15. Hicks_206 (DayZ)

    Stable Branch 0.61.136821

    Fireplaces are not broken - if you believe you've found an issue with the functionality of them please file a ticket at feedback.dayz.com
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