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Hicks_206 (DayZ)

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Everything posted by Hicks_206 (DayZ)

  1. Hicks_206 (DayZ)

    Status Report - 26 Nov 2015

    1) Nope - we're still testing! 2) They are most certainly spawning, I've found several myself.
  2. Hicks_206 (DayZ)

    Status Report - 26 Nov 2015

    1) That really remains to be seen - mostly dependent upon how it performs in multiplayer, and any potential security risks caused by it. 2) No real plans or interest in that at this time, no sir. 3) No - that would not work for us. 4) Can't really speak to that at this time unfortunately. 5) That really depends on if we decide on allowing it, or keeping the infected coming. At this time it is still entirely possible (in game currently)
  3. Hicks_206 (DayZ)

    Status Report - 26 Nov 2015

    1) The changes mentioned for .60 (December targeted update) might end up being pushed to the first update in January - really depends on how dialing in the blockers on .59 goes. However, the changes I mentioned were detailed in the last Status Report I believe - which are changes to how they are spawned. 2) None planned -right now- 3) We're not really interested in a title enforced music selection. I've talked extensively about this one, but in short - we don't feel the narrative drive to guide the players emotions via music. 4) Well. bread is extremely perishable for one! 5) We can try and push players to interact - but in the end, traditionally when you hand the reins to the players, design goes a completely opposite direction to what you intended.
  4. Hicks_206 (DayZ)

    Status Report - 12 Nov 2015

    1) Right now, I'm happy with vertical climb - however each weapon will need a good deal of balancing. 2) Obviously bug fixing and balancing will need to occur in beta. 3) I think you use the term "arcade" far too freely to try and put down a system you don't feel is in depth or difficult enough for your terms. I would not use "arcade" with DayZ at all. 4) Definitely - very much so want to use tracers. 5) They currently are. However right now, only the head. We'd like to see this expanded to cover other areas of the body. 6) Would be nice ;)
  5. Hicks_206 (DayZ)

    Status Report - 12 Nov 2015

    1) We're not really talking about improvised weapons outside of the ones we have - right now - 2) Aside from the usage of the regional loot control, no. 3) No plans for Christmas aside from builds, builds, builds.
  6. Hicks_206 (DayZ)

    Status Report - 12 Nov 2015

    To be fair - we have many other more critical issues to tackle. I think rather than trying to wrestle with this, we should instead focus on making the night time visually appealing.
  7. Hicks_206 (DayZ)

    Status Report - 12 Nov 2015

    1) Not to that extent - no. 2) I believe we have an exp server located in Brasil or Argentina? 3) Internally it looks good but we need to see on exp.
  8. Hicks_206 (DayZ)

    Status Report - 12 Nov 2015

    1) Yessir. 2) I do - however we'd prefer to push them out as they are ready and leave the surprise for that. 3) Probably not 0.59, but not long after that. 4) I think its pretty sweet, but would be something for a mod, or post 1.0
  9. Hicks_206 (DayZ)

    Status Report - 12 Nov 2015

    1) We'd definitely like to do this - I would love to kill all SQF, but realistically that probably won't happen. That said - the design team is currently rewriting -ALL- actions into Enforce Script. 2) Post processes will most definitely be altered within the new renderer.
  10. Hicks_206 (DayZ)

    Status Report - 12 Nov 2015

    - I believe so, yes. We'll have to see how it feels once its has been merged in. - We'd definitely like to look at this, but I'm wary of taking the simulation -too- far. - In some areas - There are places where animation states can express this, and there is the new GUI that can also communicate this. Sounds - not so much. Accessibility my friend.
  11. Hicks_206 (DayZ)

    Status Report - 12 Nov 2015

    1) Modding didn't really have complete freedom with DayZ Mod - With Enforce script we're allowing much more low level access to the base game and engine. As far as curating the Steam Workshop, obviously we'll have to keep an eye out for anything sketchy - but past that I have no intent to do any more than that. 2) You can't worry about things like that. Trying to worry that people will do different things with the game than you want will only eat you up, and take you down the wrong path. Bohemia Interactive PC titles have for the most part been STRONGLY in favor of modding. We cannot under any circumstance go away from that. People will do what they want to do with the game, and if others enjoy that more - they do, and should have the choice to play that. Locking things down out of fear that a more casual DayZ experience will be enjoyed by more people will only ensure that another title with a more open mindset will come along.
  12. Hicks_206 (DayZ)

    Status Report - 12 Nov 2015

    1) I certainly hope so - considering "Beta" for us is a move from 85% Feature work 15% bug fixing to the exact inverse. 2) Still on the to do list, be it lower at the moment. 3) I'd like to see us do more dynamic event types, perhaps in beta. As well, there are additional things we can do with this system that I'd like to talk about in the next Status Report. 4) We don't really have any underground structures, and I'm not sure thats something we have the bandwidth to look at before 1.0. That said - development continues on into the future. 5) Yes. ^_^ 6) We're still pending on technology changes with the new UI - once that is resolved, the design team can start looking into preparing a new, proper server browser that meets our needs. 7) Potentially - it depends on how things look in QA 8) The new renderer is not currently in the consumer branch. 9) We have some changes we're looking to test out on experimental as soon as the build is ready.
  13. Hicks_206 (DayZ)

    Status Report - 12 Nov 2015

    This was pushed out just a bit - still in progress, but some other tasks were bumped in priority. (Server perf, player position sync, etc)
  14. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    1) Right at this moment, no. 2) Most definitely yes. 3) See answer number two. 4) We've considered it yes - how far we go down that path depends on time and resources. 5) Survivors are immune to the disease, not to mention the infected are not undead.
  15. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    1) We'll have to see how things perform in exp. 2) Absolutely 3) I certainly hope so, but I prefer to under promise, over deliver, etc 4) Maybe 0.60 - Im hoping. We'll see! 5) I don't see this happening within 1.0 ;)
  16. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    We'll see :)
  17. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    Unfortunately, at this time I don't want to elaborate on soft skills more than I already did at RTX.
  18. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    1) Infected Damage values is something that will be tweaked off an on throughout development. Of course, a proper balancing pass will most certainly be done prior to leaving Early Access. 2) Well, at a certain point the reality that this is a video game has to come into play. You rarely will have a crowd of angry screaming players chasing after you - but ideally you would with infected. They need to be -somewhat- manageable. That said, see the above answer. 3) On what scale? o_O I have been very clear about this - and I'm not a huge fan of repeating myself on it, but for the sake of clarity: It does not matter how amazing or complex your Artifical Intelligence is. It will -NEVER- be as dangerous or unpredictable as being at the mercy of another -HUMAN-.
  19. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    1) Yes. 2) No plans at this time. 3) No. 4) We don't define the tasks or goals that players should be aiming for within DayZ. That said, if the generator/electricity functionality covers plugging in to things like City Street Lights, you could always take it upon yourself to do so. 5) We're not talking about that at the moment.
  20. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    Ah ha! Just like PZ. (I love that game and those devs - if you have not checked it out, search for Project Zomboid on Steam). Sadly, I'm not sure that kind of depth is going to be something thats reachable within the scope of 1.0. That said - Im certain if you wanted to author a mod in Enscript that performed such a function, you totally could
  21. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    We'd definitely like to - I think we'll have to circle back around once the proper design and configuration is done and see how it looks.
  22. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    Still in the pipe, just not super high priority right now.
  23. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    1) Lets wait and see how comprehensive our options are with the new animation system 2) I'll have to get back to you on that. 3) 100 Player servers? Maybe fixed wing aircraft. (I'm a bit partial to that as my DayZ Mod - Mod brought Dean's Maule to DayZ)
  24. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    Unfortunately, We're not talking about what those three initial skills will be just at the moment. What we considered initially was something that could give a good functional representation of what we wanted the feature to represent, for the designers creating the Enscript for it. No new abilities, just getting better at the ones you already have.
  25. Hicks_206 (DayZ)

    Status Report - 15 Oct 2015

    Hey guys, I'm going to pick this up tomorrow - keep em coming
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