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Hicks_206 (DayZ)

DayZ Hero
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Everything posted by Hicks_206 (DayZ)

  1. Hicks_206 (DayZ)

    Status Report - 29 Jul 2015

    No, just currently on experimental. 0.58.128852
  2. Hicks_206 (DayZ)

    Status Report - 29 Jul 2015

    Persistence works just fine, sounds like you just need to hide your camp better ;) To be clear, someone found my camp and jacked my stuff and my tent. Alas!
  3. Hicks_206 (DayZ)

    Status Report - 29 Jul 2015

    Each building has a maximum amount of points that items can spawn in, on 0.58.128852 those spots can be filled all by one type of item - at least on the build that is currently on experimental. Said pending experimental build should have already addressed that.
  4. Hicks_206 (DayZ)

    Status Report - 29 Jul 2015

    You're incorrect. They are spawning, they're just rare. You have no guarantee to find what you're looking for when you visit a base, you've just got to keep looking. I've had encounters with plenty of AKMs and SKSs, and personally found both 5.56 and .45 Ammo.
  5. Hicks_206 (DayZ)

    NEAF Sniping Spots and View Distance with Optics/Binos

    You cannot see outside of your network bubble (approx 1km)
  6. Hicks_206 (DayZ)

    Status Report - 15 Jul 2015

    Confirmed in Status Report =P Sorry, we're just not interested in that. There are other titles that do it, and do it well - but Peter and I both agree part of the magic of looting in DayZ is being able to *see* the items - not generic containers. Been discussed - its just a bug, and one thats already been fixed.
  7. Hicks_206 (DayZ)

    Status Report - 30 Jun 2015

    All good points, thanks for dropping by Break <3 Read what I'm replying to - in context to how local binarization is stored. Nothing to do with world containers - they are still coming.
  8. Hicks_206 (DayZ)

    Status Report - 30 Jun 2015

    Yup! Primarily waiting for the implementation of the new UI.
  9. Hicks_206 (DayZ)

    Status Report - 30 Jun 2015

    Workbench refers to internal tools used by the developers when working with the Enfusion engine.
  10. Hicks_206 (DayZ)

    Status Report - 30 Jun 2015

    Now if we could just get as many people discussing this here as is on reddit. -_-
  11. Hicks_206 (DayZ)

    Status Report - 30 Jun 2015

    First
  12. Hicks_206 (DayZ)

    Status Report - 23 Jun 2015

    I'd encourage you to read the OP, this is discussed in detail.
  13. Hicks_206 (DayZ)

    Status Report - 23 Jun 2015

    Right now the only blocker for us toggling the system back on is per-building quantity control, and a test pass on experimental.
  14. Hicks_206 (DayZ)

    3 new vehicles and parts

    Actually, the Wired article seemed to have several inaccuracies - I wouldn't get your facts there.
  15. Hicks_206 (DayZ)

    DayZ Standalone Singleplayer

    Which is exactly what I said in the announcement. I'll try and grab some time during E3 to hop on the forums and answer Q's
  16. Hicks_206 (DayZ)

    Status Report - 09 Jun 2015

    Just to be clear - region control does not exist yet, so the rope + sack combo is a happy accident.
  17. Hicks_206 (DayZ)

    1.8.6.1 Hatchet Bug?

    Also - can I please spawn with an extra makarov mag?
  18. Hicks_206 (DayZ)

    Status Report - 09 Jun 2015

    I firmly don't believe in talking about something until there is something new to share or it is ready to be spoken about. Nothing news worthy has changed - the programming team is still cracking away at it - and this is not a task we can show screenshots of like a model, or design concept changes. Showing screenshots of raw code tells no one anything either. As soon as we have something we can show folks, rest assured it will be in the Status Report. Also, be careful over hyping the rendering module to yourself - we've mentioned many times, the initial deployment is aimed at parity with the existing renderer. There won't be any sudden crazy change to how DayZ looks, or operates. Like anything else, it is an iterative process. Could do that *right* now if we wanted to, thanks to the CLE. Incoming 1 Ushanka per server! (Just kidding =P)
  19. Hicks_206 (DayZ)

    Status Report - 09 Jun 2015

    Something else the region control gives us is region spawn rate - so we can ensure a slightly higher spawn rate of the essentials in phase one - and so on. As well, the region control does not omit the random chance factor - you still stand a chance finding cool random stuff - the aim here is just to make the experience a *wee* bit more understandable - the incentive will still be there for folks who want to scavenge and explore. The locations on the helicopter events for the dynamic event system were only temporarily restricted to the airfield - so the designers could properly triage issues we were having. Rest assured they will return to their 100+ possible location configuration.
  20. Hicks_206 (DayZ)

    Status Report - 09 Jun 2015

    Its only temporary - per building item limits, as well as proper cleanup and separation of loot persistence from static objects, containers, and so on will bring it back. Keep in mind that image is a rough previs - far from final. Just to illustrate the intent of the technology. Region 4 is really only the "end game" for those who want the rarest of high end military loot - and even then, the region areas in the image are far from final and don't include areas we have yet to add to Chernarus.
  21. Hicks_206 (DayZ)

    Status Report - 09 Jun 2015

    First.
  22. Hicks_206 (DayZ)

    Developer Appreciation

    Hey guys - while I appreciate the positive feedback, please don't post stuff like this. Thats not even where our office is - that would be the Arma 3 guys. :)
  23. Hicks_206 (DayZ)

    Status Report - 27 May 15

    I was going to DM you about this, as it does not really belong in the Status Report thread - but I decided to just reply in here: While I understand that you think my responsibility should be driving sales, momentum, player concurrency and so forth - I need to be very clear to set expectations and not try and spin DayZ's Early Access into something it is not. Just like the warnings on the store page, and the stickied posts from developers *discouraging* the purchase of the Early Access unless folks are completely okay with what it provides, expectations should be managed carefully at this stage in development. While keeping player concurrency up as much as possible *is* a priority, my first responsibility lies in the health of the actual development - and fully utilizing the volume and load testing that Early Access offers us. The light at the end of my personal tunnel is DayZ, the finished product - and how we can best utilize Early Access to ensure that milestone is as enjoyable, stable, and secure as possible. Small side note - there is no twitter war between me and Garry. We are friends, and the direct tweets to each other are tongue in cheek. There is zero hostility there, I assure you. As far as the issues you feel are not being addressed, I give you my word they are. The Central Economy is *absolutely critical* to DayZ as a product, and its development (and the related balancing) takes no resources, nor time from the developers working on the other - longer form tasks such as AI development, audio module development, rendering module development, and so forth.
  24. Hicks_206 (DayZ)

    Status Report - 02 Jun 2015

    Player spawns right now are (for the most part) all coastal. From Svetlo to just outside Chernogorsk/West. I don't think we'll be changing that too much - as the focus right now is on more advanced regional control over the central economy, allowing us to try and start pushing a more predictable player progression path. See: Next Status Report.
  25. Hicks_206 (DayZ)

    Status Report - 27 May 15

    Keep an eye on the Status Reports - We've mentioned what we're talking about E3 - and this exact subject is covered.
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