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Everything posted by Hicks_206 (DayZ)
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I've actually spoken on this before - it is not a spawn point. If you end up there, it means there was some issue loading you into the server. (Vybor is the "debug" area where your character is initially loaded)
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Besides it being a familiar mechanic from the mod, it functions as an compromise that emulates the action of focusing on something in real life which is inherently easier and more rewarding than trying to focus on an LCD monitor.
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No one discouraged feedback, I was answering his frustration and confusion as to why these variables have been changed frequently.
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The point is to experiment. The game is in development - *now* is the time for us to do such things. I understand if this upsets you, but it is exactly what you should expect.
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Well actually - the Status Reports did cover why Infected were problematic - and why persistence (not the CLE) was being temporarily turned off. Also: I found a shop a few days ago here that sold Snus, *thank god* The gamma slider is a little bit trickier - given it does actually serve a legitimate function that can easily be exploited. Something will be done before release though, for certain.
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I'm at home - so I might disappear, but yeah I'm here. We do intend to put the prototype 3PP camera onto experimental post-stable update, yeah. Its still a prototype though, it has some issues of its own.
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I suppose its an interesting suggestion. Naturally the first thing I would worry about is riling up those who already think software developers who struggle with solving problems or creating new systems are somehow abnormal, or insufficient. There are some changes I'll be trying out over the coming weeks with the Status Report and forums, etc as I move more of the management of these things over to SMoss our Community Manager. I'll be here in the Status Report posts to discuss them. Edit: Thought about this a bit more - Sure, I'll give it a try.
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We'll probably start talking in more detail about that after the stable update - Our Animation Lead Viktor will more than likely do the talking.
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It does not mean using the legacy loot spawning system. That said - there is no "gutting" of the central economy - it just means items don't save past server restart.
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In theory it seems like a good idea, but not surprisingly there are as many people who would be upset and see it as me being lazy. :) I'm very pro Status Report - the report came into existence as a personal initiative of mine, and we've tried to push more availability into things coming down the pipeline with changes to the Dev Hub. I don't think we can realistically go backwards in that area, it wouldn't be fair to those who enjoy it. I just find more value in talking about the teams focus *at the time* and things that are *ready* to be discussed at that moment. I hope you understand.
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No, it is not what the Status Report would have needed. The Status Report covers critical information on the development of the game that week - not stuff much further down the line. The Status Report will discuss things that are *ready* to be shown, and discussed.
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Complaints about "lack of communication" are ridiculous. There is no lack of communication, we're accessible - information on the development is centralized - and released when it is ready. I'm more apt to read claims of lack of communication as actually meaning a lack of people hearing about what they want to hear about. Which naturally is going to happen because I lean towards not talking about things much until they are *ready* to be talked about. When you get towards the last few days / weeks before a stable branch update the news is naturally going to get thin. *ESPECIALLY* for those who read the Dev Hub, Dev Twitters, Forums, and scour sites like reddit for all the latest data mined or experimental branch pictures.
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Woah now, .56 is coming - with .57, so that wipe is for realsies.
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I'd like to pair major stable branch updates with brief teaser videos of new mechanics, items, etc. I know I've said I wanted to do videos for awhile now, but I think I have the resources and time on hand as I move more of the Status Report management and ownership over to our Community Manager SMoss. Oh! And the ship models. Thats just our sample map, and you're seeing the Rify wreck, and some model variations in the background. Been there since September 13 or so.
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I've been quoted across a great deal of places reiterating this point: Development of the game is going to have bugs, critical issues, even gamebreaking problems - this will ebb and flow, go back and forth with almost regularity. Heck, I'd say its even a "safe bet" - if you're a betting man. Expect this, expect issues all throughout development - *especially* prior to entering Feature Complete / Beta. Coming back and being disappointed because of issues is only going to lead to stress and being upset. Patches to Stable Branch are not like patches to a shipped game, or an MMO - Its just the most stable development build come the end of that month. Believe me when I say I expect the game to break even more throughout the remainder of this year. Its going to be a bumpy, but fun and engaging ride from here to Feature Complete / Beta at the very least. As far as the Standup Notes - much like the entirety of the Status Report this is something I wanted to get out in the hands of people and share. However with the Standup notes (Versus the Status Report itself) I find a lot of confusion regardless of the text, warnings, and so on. People seem to read the list of tasks that week as promises, change logs, or hard commitments and it just caused more confusion and conflict than good.
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Thats exactly what we've been saying for awhile, and definitely were not kidding. No, I was *very* clear. Spawning of infected will be disabled. I was also very clear as to why this was happening, and the fact that it was temporary while the bug is being worked on.
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Thats game development for ya. If its disheartening to see the back and forth, I suggest taking a break and coming back when DayZ releases.
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Thanks for the beans, Orlok -_-
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Again - the key words being here - "To me" (you) As well, no one said anything about "removing the difficulty aspect" of night time play. I said we have folks on both sides of the fence when it comes to darkness.
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I seriously doubt that, I don't think anyone out there is as eager for the next stable branch update than I. After all, DayZ is quite -literally- my entire life.
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Guys - the mechanics and intended flow of 0.55 is not present, not once we switched the new spawning system off on the server side. We're currently using the legacy spawning and cleanup functionality, which is very commonly known to have its fair share of serious issues. I for one cannot wait for 0.56 to roll out.
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I can't stop you from reading things between the lines that don't exist. You said it, not I.
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Alright guys, knock off the fighting. You can express your opinions without insulting each other.
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Inherently we run into one major issue on this subject: Consumers seem to be split down the middle. One half says its too dark, the other - too light.
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Final Thoughts from an Early MOD player....
Hicks_206 (DayZ) replied to xalienax's topic in General Discussion
A break is definitely something those of us who spend a lot of time in Chernarus. Hell, the team is aware 0.55 was a rough build - its why I try and remind people that this is expected to happen during development. 0.56 will have its issues, but I'm hoping turning the loot spawning system back on - and addressing infected movement bugs will provide a more enjoyable build. Mark my words - we'll have more rough spots throughout this year. There are a lot of upcoming merges for the engine coming up, and with a monthly build push to steam occurring - things will break.
DayZ Hero