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Hicks_206 (DayZ)

DayZ Hero
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Everything posted by Hicks_206 (DayZ)

  1. Hicks_206 (DayZ)

    Dealing with the frustration

    No - it is not in "early funding" - Bohemia Interactive did not go to Early Access to fund DayZ's development. Our budget is not reflected based upon sales, and the company did not need sales to fund it. Early Access was, is, and will remain an opportunity for people to get access to the title while it is being developed - at a discounted price that slowly increases as we move towards the release game, and release price. That is it. Steam sales, and DayZ's budget are not married in any way.
  2. Hicks_206 (DayZ)

    Select fire modes for AKM, AK74, STYER,FN FAL, M4

    Not sure which thread to reply to buuuuuuuuuut - select fire modes are coming, in time.
  3. Hicks_206 (DayZ)

    Dealing with the frustration

    And don't let me catch you putting the work ethic of the developers in question again, Tigermonk.
  4. Hicks_206 (DayZ)

    Dealing with the frustration

    Let me stop you there. DayZ is not a crowd funded title, and it never has been. You're thinking of kickstarter titles. DayZ is not dependent on sales from Early Access to fund itself, and it never has been.
  5. Hicks_206 (DayZ)

    About the new .60 performance comparison

    Then you've never listened to me. Lets keep the topic about DayZ, and not trying to "read between the lines" on the tone of my voice. Its just plain silly.
  6. Hicks_206 (DayZ)

    Dayz Spawn suggestions!

    Not sure if this in jest or not - might be an interesting idea to try out for a mod - but Fast Travel will *never* be in the base game of DayZ, ever.
  7. Hicks_206 (DayZ)

    Player stats shouldn't show players killed

    And thats just it - really. The stats show a general list of things your character has done, and while *you* might not like that playstyle - some do, and it is just as valid as living in the woods.
  8. Hicks_206 (DayZ)

    A few thoughts on.. (New Anim System, Bug Fixing, etc)

    I saw a few tweets and comments being a bit confused about some of the dependencies - so: New Animation System < New Player Controller < All those things I listed waiting on it
  9. Hicks_206 (DayZ)

    #DayZ Logic

    That should be resolved by launch - and is obviously just a low priority bug right now ;)
  10. Hicks_206 (DayZ)

    Question about barrels

    Nah - its just a 3 month old test. Rerun it now.
  11. Hicks_206 (DayZ)

    #DayZ Logic

  12. Hicks_206 (DayZ)

    Question about barrels

    No sir - 8 days.
  13. Hicks_206 (DayZ)

    Question about barrels

    There is a lot of confusing questions in here - so let me try and clear this up. Quantities are per-server, not per hive. Moving a barrel away from a servers local storage to another counts it in the destination, and removes it from the source.
  14. Hicks_206 (DayZ)

    Any idea when the patch will come?

    Just as soon as those blocking issues in the Status Report are resolved, and barring any new ones ;)
  15. Hicks_206 (DayZ)

    Question about barrels

    Used to be that way in .58 - before we supported refreshing them
  16. Hicks_206 (DayZ)

    Random Events, Supply Crate, Supply Truck and Dead Survivor Corpse

    One issue here - Infected are not dead. Think - 28 days later
  17. Hicks_206 (DayZ)

    Question about barrels

    Last time I checked in on the designs, we fully intend to support "crafted" containers - so that will come.
  18. Hicks_206 (DayZ)

    Question about barrels

    Each barrel color spawns and maintains a level of around 30 per color, on .59 - with a lifetime of 8 days without being interacted with. The 8 days is refreshed any time you move an item inside it.
  19. Hicks_206 (DayZ)

    Using launcher (Private Shard)

    Example 1 is acceptable if limited to the exact situation described. Example 2 and 3 are not currently supported or allowed.
  20. Hicks_206 (DayZ)

    Status Report - 26 Nov 2015

    1) Settings on accelerated time are functional - per server settings are really up to the admins. 2) When it comes to community run servers - they run whatever they want to ;) Officials should be running a moderately accelerated setting that allows for folks to experience both day and night during a standard play session. 3) Looks like you found that answer ;) As well - existing issues with server perf drops during player connections should be resolved when the queuing system is put in place. 4) This is really dependant upon the engine team completing the feature set of the new physics within the title - once we have parity, they can start shutting off the legacy usages - and thus the server can stop trying to operate both systems. 5) Last I spoke with our Audio Designer on this - he was actually beginning to prep for replacement of the original ambiance - he just didn't want to do it right before we pushed .59 6) Door states should persist - however weapon spawning randomization is next up on the task list for the portion of the programming team responsible for the CLE and associated systems. Regional control was a priority first, and then more than likely - a deployable servlet package that can be used for mods. 7) There are no plans for skateboards or scooters. The bicycle is actually damn near complete right now! Of course boats will be coming as well, but we haven't shown just yet what variants we'll be using. 8) I don't think thats within what we're aiming to do. <3 9) I feel like a broken record. Of course it is not visually pleasing - as there is little to no design or skinning work done. You're looking at something so very much WIP you actually have to opt in via a not exactly well known start up switch. The only thing its ready for test wise is major issues such as client crashes, etc - Once it is the default UI we can start looking at being concerned with how it looks. 10) We've actually spoken about this in moderate detail several times before. The damage system and player controller both are being replaced - and thus will have a major impact on how things such as this are handled. Including proper falling support rather than just dropping straight down like a board and breaking your bones in the process. 11) We currently have no plans to replace the existing randomization of spawn with a selectable one. 12) Within the scope of the initial 1.0 - probably not. That said, past the base game - there is a lot of room for refinement, and iteration - just like has occured for Arma 2 and 3. 13) This is definitely something that has been on my mind - and we haven't had time to address it yet. Exactly where we end up with this depends on Peter and I sitting down and coming to an agreement. So, I don't have anything new to tell you on this right now - however, keep your ears peeled. 14) Sprinting to those towns is -entirely- optional, not required at all. If players want to do that, they do it - but the supplies available there are not much different than any other near-spawn region town. If anything, the incentive is to head inland. 16) Further expanding systems that are already at their initial implementation (such as diseases and transfer) will be stuff handled later on - towards the beta phase. Once a base feature is implemented, we try not to spend too much time working on it during this phase - and move on the the next.
  21. Hicks_206 (DayZ)

    Status Report - 26 Nov 2015

    Going to switch gears and focus on exp update for tonight. Will continue tomorrow morning.
  22. Hicks_206 (DayZ)

    Status Report - 26 Nov 2015

    In most cases, once the physics system stops calculating the objects movement - it changes to a static object. (Thus - a V3S hitting a boot suddenly ruins its wheels) - that said at least for vehicles we'd like to prevent this and treat the object as dynamic just before the collision. For player movement however.. I'm uncertain - as these things are calculated by the server.
  23. Hicks_206 (DayZ)

    Status Report - 26 Nov 2015

    1) Its been considered - (Fake death) however to be honest, I wouldn't classify it a top priority. As far as imitating the walk / stumble of an infected - unlike something like The Walking Dead or Shaun of the Dead - our infected just aren't that gullible ;) 2) Yup! We've mentioned this before. Definitely going to include boats, as well as fixed wing aircraft! 3) We just don't think the TOH flight model/controls work for DayZ. We'd like it to be a little more complex than Arma 2 - but not too much. We're already increasing the barrier to entry via required parts and operational fluids. 4) We've actually been looking at this internally - we would definitely like to allow this, its going to have to be relooked at when some of the major engine work gets merged in towards the begining of next year. Keep your eyes peeled on the SRs. 5) Player faces getting dirty is something we looked at for lifespan (especially for characters that cannot grow beards like females) - we're more than likely going to end up talking in more detail about this when said major engine changes begin to be merged over and our toolset expands. 6) Definitively no. Sleep seemed like an interesting idea - but it just put the player in too many situations we weren't comfortable with. That said, Enforce Script should EASILY allow modders to do just that! 7) I hope you understand when I say I don't want to talk about the electricity system -right now-. Peter and the design team have put a lot of work into it, and I'd like to let them talk about it when they have something to show you all. 8) Honestly - I don't expect to see such a sharp change to animations and behavior for infected like that at this point. The focus is optimization in server cost, navmesh compliance, expanding the models, allowing them to be looted/etc, and generally just improving their existing behavior. 9) I can safely say I have not considered a soccer ball. 10) We definitely are interested in, and working on expanding the wound/damage repair mechanics when it comes to player damage, limbs, bleeding and so on. Some of those changes are still somewhat fluid as the design team is working on them - and waiting on accompanying tech to make it to the main branch - so, patience. 11) Yes - and infact, the DayZ Flies will eventually make a return. It has not been a focus so far, but most certainly yes. We want the decay of corpses to feel organic and not just blink out of existence. 12) Simply put - because we haven't expanded that area of resource management just yet ;) 13) It behaved this way for a great deal of time - if it does not now, then it needs to be written up as a bug! 14) No actually, we haven't looked at changing the control scheme -in that way-. I'm currently happy with the existing method of zooming in / zooming out. That could change however, as we're still in development. 15) I honestly do not expect so, no sir. 16) Peter and I both would love to be able to do this - but we'll have to wait to see if it is possible on the new animation system and paired player controller.
  24. Hicks_206 (DayZ)

    Status Report - 26 Nov 2015

    1) BattlEye is an *exceptional* anti cheat engine. Additionally, we have used VAC alongside it for the lifecycle of the Early Access offering. There is -no- Anti Cheat out there that can entirely protect a product, let alone something that is constantly changing - merging out old tech, and testing extensive engine side changes. Protecting a title while its being actively developed all the way down to the engine level and still accessible to consumers is a VERY tall order. 2) Merges in of new technology will almost always help cause the cheating community to lose a step - that said its more the player controller that you're probably thinking of. (Which will have the largest impact on glitching and exploiting, rather than cheating). Systems such as the new damage system will have a larger impact on cheating itself.
  25. Hicks_206 (DayZ)

    Status Report - 26 Nov 2015

    Honestly its a little too early on to go talking in detail. Obviously we need to look at server impact, vulnerabilities in multiplayer situations, client side impact, and so many other edge cases for QA. Peter and I both wanted to give you guys a sneak peek at some of the stuff being worked on - but speaking in detail about something that literally just got merged in that day, without extensive QA/Bug Fixing/Regression and so on will only cause unnecessary hype ;) Its being worked on, we're excited to see it in game - and testing and iteration will reveal exactly how far we can take it.
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