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Hicks_206 (DayZ)

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Everything posted by Hicks_206 (DayZ)

  1. Hicks_206 (DayZ)

    Status Report - 27 May 15

    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.
  2. Hicks_206 (DayZ)

    Status Report - 27 May 15

    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.
  3. Hicks_206 (DayZ)

    Status Report - 27 May 15

    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.
  4. Hicks_206 (DayZ)

    Status Report - 27 May 15

    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.
  5. Hicks_206 (DayZ)

    Status Report - 27 May 15

    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.
  6. Hicks_206 (DayZ)

    Status Report - 27 May 15

    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.
  7. Hicks_206 (DayZ)

    Status Report - 27 May 15

    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.
  8. Hicks_206 (DayZ)

    Status Report - 27 May 15

    Woah now, .56 is coming - with .57, so that wipe is for realsies.
  9. Hicks_206 (DayZ)

    Status Report - 27 May 15

    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.
  10. Hicks_206 (DayZ)

    Status Report - 27 May 15

    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.
  11. Hicks_206 (DayZ)

    Status Report - 27 May 15

    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.
  12. Hicks_206 (DayZ)

    Status Report - 27 May 15

    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.
  13. Hicks_206 (DayZ)

    Status Report - 27 May 15

    Thanks for the beans, Orlok -_-
  14. Hicks_206 (DayZ)

    dark nights, when?

    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.
  15. Hicks_206 (DayZ)

    so much for the struggle

    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.
  16. Hicks_206 (DayZ)

    so much for the struggle

    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.
  17. Hicks_206 (DayZ)

    dark nights, when?

    I can't stop you from reading things between the lines that don't exist. You said it, not I.
  18. Hicks_206 (DayZ)

    dark nights, when?

    Alright guys, knock off the fighting. You can express your opinions without insulting each other.
  19. Hicks_206 (DayZ)

    dark nights, when?

    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.
  20. Hicks_206 (DayZ)

    Stable Branch - 0.55 Discussion

    There was absolutely no roll back what so ever.
  21. Hicks_206 (DayZ)

    Final Thoughts from an Early MOD player....

    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.
  22. Hicks_206 (DayZ)

    Final Thoughts from an Early MOD player....

    Then I would strongly suggest you take a break, and come back at 1.0. During development, anything can (and more than likely will) break.
  23. Hicks_206 (DayZ)

    Final Thoughts from an Early MOD player....

    Sorry to hear you don't enjoy access to the development builds of DayZ. One thing I've personally found - as someone that has a strong emotional connection to the early days of Ultima Online, is that you can never truly go home again. We can, and will continue trying to capture lightning in a bottle - but in the end, who we are - who you are now, is different than who we were when we first hopped into DayZ mod back in early 2012. We'll never be able to look at the title with the same naivety and wonder that we did back then. However, you should understand that games rarely resemble their final product this early on in development. Be it Gears of War, or Monopoly for Windows Phone. What you might find refreshing is that we as a team constantly reference old videos of gameplay from those days, and I keep an internal dev server running DayZ Mod that the team frequently plays on, and uses as a touch stone. I'm glad you at least feel you got your monies worth out of the purchase, and hope you find the experience you are looking for somewhere out there.
  24. Hicks_206 (DayZ)

    Please, stop building villages everywhere

    While I'm sorry you feel this way - the environment team has a set roadmap ahead of them, and a clear vision. I assure you there will still be a heavy majority of the terrain across Chernarus+ that is pure forest.
  25. Hicks_206 (DayZ)

    Persistence wipe for 0.56

    Well, you're right about one thing - we can't make decisions that effect the entire playerbase from a poll. (Although it would be pretty cool if all 1 million+ active folks that cycle in and out each patch were active on the forums) That said - There will be more wipes, both hive and local storage related as development is ongoing. On one hand I'd like to purge local storage with 0.56, but on the other - until we close off all major current duplication methods it might not be worth it. I'll definitely give people a heads up prior to any storage resets - Hive, or Local.
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