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Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
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Stay safe out there,
Your DayZ Team
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Everything posted by Hicks_206 (DayZ)
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Display own blood type in inventory screen
Hicks_206 (DayZ) replied to Radibor78's topic in Suggestions
Dude - no need to be so harsh. We're just having a conversation. -
Display own blood type in inventory screen
Hicks_206 (DayZ) replied to Radibor78's topic in Suggestions
I agree that it is a hassle trying to remember your character blood type, for certain. -
Constant spam of hyperthermic ever since update last night..
Hicks_206 (DayZ) replied to Thea.bloodsoul's topic in General Discussion
Keep in mind, just like the warnings and the store page point out - the title is in development, will be for some time, and you should expect to run into bugs and interuptions of gameplay. That said, this is a known issue that is called out in the Status Report. In the future, please do not come to the forums demanding fixes during development - open a bug at the feedback tracker! feedback.dayz.com -
Bullet damage or clothing ballistic damage protection bugged.
Hicks_206 (DayZ) replied to noobgamer99991's topic in General Discussion
To be honest guys - there is a *lot* of balancing that needs to be done in beta for all of this, including projectile balancing. I wouldn't sweat it *too* much right now - just know we are aware, and fully plan on tackling this stuff once we reach that point. -
Will the new Infected Spawn mechanic add more zombies?
Hicks_206 (DayZ) replied to kumando's topic in General Discussion
You can't stop metagaming, all you can do is work to curtail it and make it as minimal as possible. Especially in an open sandbox type world, much like how players will always be a bigger threat than any AI - because AI can be studied, and their patterns figured out. So, that said - we most definitely are interested in minimizing the metagaming ability of the systems as much as possible. Setting the event spawn radius at distances at or near the network bubble, and so on. We're still deciding if we want dynamic infected triggers to be based upon an area maximum, or scalable per player. Right now we are leaning on an area maximum - to reduce metagaming potential. -
Question - Duck taping people mouth will be a thing?
Hicks_206 (DayZ) replied to kevo1414's topic in Suggestions
We have discussed this, and it would definitely be interesting - however, we have bigger priorities right now. As far as when you'll see an item - keep an eye on milestone goals, and that will let you know when it is pending! -
Will the new Infected Spawn mechanic add more zombies?
Hicks_206 (DayZ) replied to kumando's topic in General Discussion
Things will be done properly, not quickly. Rushing game developers has never worked out. -
Will the new Infected Spawn mechanic add more zombies?
Hicks_206 (DayZ) replied to kumando's topic in General Discussion
It is very important you guys don't get confused here. We are *not* using the old mod system. The mod used scripted triggers assigned to structures. We are not doing that at all - the new dynamic spawning is tied into the Central Economy, is assigned to zones in the zone generator tool - and the system distance and quantity are configured in the central economy. -
Excellent article by Eurogamer - Must read
Hicks_206 (DayZ) replied to QUAZIMOFO's topic in General Discussion
Tiger - ease back with the negativity. If you don't like the title, fine - there is nothing wrong with that.- 19 replies
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Will the new Infected Spawn mechanic add more zombies?
Hicks_206 (DayZ) replied to kumando's topic in General Discussion
Definitely not locally - all of that is server side, as it should be. The *perception* (much like in the mod) hopefully should result in people feeling like there are more. -
Will the new Infected Spawn mechanic add more zombies?
Hicks_206 (DayZ) replied to kumando's topic in General Discussion
I would not expect so before we start hitting a focus on optimization on server side. That said, our infected count globally is still higher than the glory days of the mod - so what I'm *hoping* to see is a more intelligent usage of what we have. (Should be around 500, but we need to see how .61 performs under these criteria) So in short - keep your eyes on the forums and Status Reports. -
Have you tried pressing your ~ key?
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Lets keep it on topic and constructive. Thanks guys and gals.
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Change the models of just 3 buildings to their ruined versions and it would signifiantly reduce glitching
Hicks_206 (DayZ) replied to chambersenator's topic in Suggestions
Morning! As Bio mentioned, this issue will be on the top of our list with the new player controller. We made a significant amount of changes and fixes to the first building you mentioned earlier on, and rapidly discovered that we would just be chasing this issue again, and again - if we didn't address the root cause of it. Thus, we removed any need to enter the primary building tied to the issue, while work moved forward on the new player controller. I hope this answers your questions! -
I'm not 100% sure what you mean sneakydude
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A few thoughts on.. (New Anim System, Bug Fixing, etc)
Hicks_206 (DayZ) posted a topic in News & Announcements
So - a week or so back I was talking to a survivor outside of Grishino, and I realized that he (and probably many others) weren't exactly sure what DayZ's new animation system, and player controller really effected via way of the development pipeline. I wanted to take a moment on the forums to give people exactly what changes are pending the useable state of the new animation system, and in tandem the player controller. First off - straight from our animation department, Adam will give you guys a brief explanation of what and why in regards to the new animation system. "Why switch to the new animation system versus the old animation system We switched to the new system because it became necessary with the things that we wanted to do with the player character in DayZ. Over the years, the older animation system has seen a lot of use, but with such a company wide use, there's a lot of features that get added to the animation system. Those features often don't have a thought out design behind them, and after a couple of years you end up with a less cohesive system that has a lot of small quirks. The issues that we started to encounter quickly rose in numbers and they become increasingly hard to iron out, since something essential might be dependent on a smaller, but seemingly unimportant, feature. As the new player character required more actions, gestures, guns, vehicles, and other functionality, those quirks gets really hard to get past for us animators. In other words, everything was being kept together with glue and duct tape. On top of this, the old system also consumed a lot of network traffic simply because of how it works. While 2 kilobytes of data seems insignificant over networks, any desynchronization with that much memory hinging on the player character being properly animated and responsive is dangerous. You can see the limitations of this in DayZ at the moment, as the animations don't feel responsive, and rather laggy most of the time. In contrast, the new system has been through a heavy trial by several animators to see if we could do the same things as in the old system and how fast this system can operate in comparison. Within just a few months of us working on the player system we've been able to get most of the player functionality in, plus the additions of being able to arm/disarm yourself while moving and changing stance, or walking around and eating and still breaking into a sprint which then interrupts your tactical bacon feast." From a design perspective, there are countless areas that are dependent on, or will touch the player controller itself - and thus on hold pending the new system being in game and functional internally. - 3rd Person toggleable UI overlay - 3rd Person overlay when in vehicles - Character Soft Skills - User Actions (change from the old style "start anim - finish - success" style to a more fluid per-time style system) - Character Lifespan (Weathering / Beards) - The move and rewrite of all base game actions to Enforce Script - User controls balancing / audit pass - Weapon Handling / Character Stamina To name a few! In addition, I frequently get asked why a specific bug might not be resolved yet, or why something hasn't been addressed yet in development that from a players perspective might seem critical. There are a lot of things to take into consideration in development when weighing a bugfix, not to mention when you're dealing with a title transitioning from one engine, to another one that is *in development* Lets take a quick look into a brief break down of how the thought process goes: - First off - what is the risk of this fix at the current time? What are the goals for the upcoming build? Does this potentially represent larger issues that will push the build back? Is this issue tied to a technology that is going to be replaced? For example - Is this an issue tied with the legacy renderer? Is this issue related to ongoing investigation of a larger issue with wider sweeping impact on the title? If this issue IS tied to a system scheduled to be rewritten or replaced - what is the estimated time involved in: Work resolving the issue itself Test pass on the issue Overall BVT test pass to ensure related issues are not encountered Regression testing on the issue A lot of issues consumers see in the way of: Duplicating (Old action system) Glitching into models Damage / Projectile cheats Balancing / etc Are all things that are slated to be resolved, or at least mitigated with new technologies that are being worked on *right now* - so the hard decision has to be made - Do we potentially waste valuable development time and resources on something that will *not* end up in the shipped title? Honestly - we try to do that as little as possible. We still end up going a very large amount of it to try and keep the consumer steam branches as playable as possible, but frequently the unpopular and hard decision has to be made to stay the course, and dedicated those resources towards the final product / final systems / final technology.- 25 replies
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A few thoughts on.. (New Anim System, Bug Fixing, etc)
Hicks_206 (DayZ) replied to Hicks_206 (DayZ)'s topic in News & Announcements
Bumping this because it is especially relevant right now. A lot of future content is pending these large changes to the base engine. -
I spent some time this morning talking to Andrej our Sound Designer about this topic. From a design standpoint, following ringing in a users ears from gunshots would get way too annoying, way too fast. That said, Andrej is very much interested in explosions causing a ringing in the ear - no ETA on when we'll try setting this up, but it IS something he would love to do.
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Thanks for the post Gille. 4K support is not official at this time, however we'll definitely make sure to check into this issue once we hit beta.
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We never said .61 would not have vehicles sneaky. We said the first few .61 experimental patches might not have vehicles as we work on their network sync. Plenty of times we have said vehicle physics, network sync, and functionality is far from where we want it.
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1st person perspective only (Message to devs)
Hicks_206 (DayZ) replied to cs_wolf's topic in General Discussion
Ray cast occlusion might seem like it would work on a purely technical level, but on a gameplay level it can be unintuitive and confusing for a lot of users. I'd compare it to putting a shock collar on your pet to stop him/her from engaging in unwanted behavior. I do not like the idea of providing 3PP users a potentially confusing and frustrating gameplay experience in order to try and force them to use 1PP. -
1st person perspective only (Message to devs)
Hicks_206 (DayZ) replied to cs_wolf's topic in General Discussion
To be clear, when I say it is easier - I mean even with the gains we have made trying to balance 3PP - from a tactical standpoint, it is MUCH easier to get the upper hand with 3PP. -
1st person perspective only (Message to devs)
Hicks_206 (DayZ) replied to cs_wolf's topic in General Discussion
No, I don't have stats in front of me - but I can say my gut feeling is 3PP is more popular. I'd say it is almost exclusively due to the path of least resistance. If you give people the option for an easier experience, the *majority* of them will follow it. -
I think that would be really cool - the V3S as well could carry a lot of building materials.
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1st person perspective only (Message to devs)
Hicks_206 (DayZ) replied to cs_wolf's topic in General Discussion
Keep in mind that while we are indie by the traditional definition, we're definitely one of the larger indies. Sometimes the big boss man makes a call, and sometimes the team is divided on opinions. I can't always just steam roll things because I want to. Dean might have been able to, but that was a special situation.
DayZ Hero