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Everything posted by Hicks_206 (DayZ)
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60 minute clean up on non base building type objects is fully intended. The economy needs to keep rotating to keep fresh.
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1) Answered that question just a moment ago! 2) Of course the new UI looks silly - its effectively programmer art. It has not been skinned, the design team have not spent nearly the amount of time on it that will be required to roll it out. This is why it is only accessible via a manual start up switch. It is -not ready-. When it is - it will replace the legacy technology. :) 3) To say 0.59 is all about vehicle desync is an overstatement. Improving vehicle position sync was one of the things we wanted to improve on for certain. I suppose if you got a bunch of players with a bunch of vehicles together, it COULD be about a demolition derby? Hehheh 4) Both of these systems are going to be iterated upon as development moves forward. Do not expect any of them to be working as expected entirely until the game gets ready to leave Early Access. 5) We just recently showed a good deal of work in progress screenshots from the new renderer - you can bet your bottom that as soon as we're ready to show more, I'll be putting them into the closest Status Report. :) 6) Obviously we are going to be working hard on iterating systems as we move forward, but its important to understand that we are still in core feature development. Nearly all the teams focus is on new systems and tech, and a minimum amount is spent on bug fixing and such - as long as this title is still in its development phase they are going to be bugs, things are going to break - the store warning is there for a reason :) That said - as we enter beta, most of our resources will switch over to bugfixing - as we *should* see a steady progression towards a more stable and enjoyable experience!
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We operate a special variation of the server executable with profiling functions that allow the programming team to dig into exactly what functions are consuming what resources. In the scenario, we can only operate one instance per server - and we absolutely need every server running at capacity as much as possible, so we have to cut back on the selection to ensure this. There are no features/functions/etc disabled - it sounds like you experienced a bug.
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Yes - Peter wanted to talk about this in the next Status Report - but in short, most definitely yes.
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1) I don't want to give away too much before we're ready to talk about it. That said, we'll be using the dynamic events system for this.. soo ;) 2) Most definitely not - much like real life you have to select what you want, and grab it.
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1) As we've covered in the Status Reports - the programming team is working on resolving the issue. We had a fix out a few builds ago, but it caused other unforeseen side effects that caused it to have to be reverted. 2) Stealth is already functioning - as far as Player stamina, and related area - these will depend on the new player controller hitting stable branch, which as we've mentioned in previous Status Reports is looking like early next year. 3) Most certainly not - not to mention it would violate the little lore we have <3
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Jesus man - structure your questions. ;) 1) Till server restart. 2) No. 3) N/A 4) N/A 5) It entirely depends on how things look in testing. 6) I'm generally not sure what you mean by this question - will telephone poles react the same way as someone tossing a canteen? No. 7) We'll have to see how it plays out in test - but initially supporting both dragging and carrying of corpses, and players is critical. 8) We're looking at suicide for most major melee weapons - nothing on the books past that!
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In short - Yes. I don't want to spoil anything before the team is ready to talk about it - but we're definitely looking at expanding player wounds and the treatment of them.
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1) No current plans for a trench coat. It just wouldn't look - or feel right with the existing mechanics. I firmly believe if we're going to do something like that - it should flow with the wind and movement ;) 2) Nope! 3) Unfortunately, after trying out the initial "underground base" up near Kamensk - we sadly discovered our initial attempt at making it work within the engine just wasn't properly preventing players from getting stuck / sliding into and under terrain / and so on. So, don't expect that to make a return any time soon. 4) We don't currently have plans to enable the powering up of such large power infrastructure like an entire powerplant - that said, we are working on usage of more man portable generators and their dependent systems. 5) I suppose we could add some new points in sure - just as long as they aren't too close to player spawns :) 6) We're definitely interested in increasing the options when it comes to non-fatal player interactions. That said, its a much wiser decision to make these changes on the upcoming new animation system and player controller - rather than try and make the changes to the legacy systems currently in game that will go the way of the dodo :) 7) Right now we don't have plans (within 1.0) to look at this, that said - development of DayZ is planned to continue for at least five years past 1.0 so the sky is the limit!
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Right now it is a simple, and rather crude particle effect - one that we're very interested in improving, or altogether altering.
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1) Nope - we're still testing! 2) They are most certainly spawning, I've found several myself.
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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)
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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.
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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 ;)
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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.
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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.
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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.
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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
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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.
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- 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.
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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.
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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.
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This was pushed out just a bit - still in progress, but some other tasks were bumped in priority. (Server perf, player position sync, etc)
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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.
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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 ;)
DayZ Hero