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Everything posted by Hicks_206 (DayZ)
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What the heck? Unseen devs? You mean the people who are building DayZ? I stopped making commits and switched to managing high level vision years ago, Eugen is a *Producer* - aka Production Management. Hearing from people like Peter *should* be what you want. Engage with him, talk with him. He loves DayZ as much if not more than I ever did.
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Guys, jeez. Its literally what I wrote in the SR. I don't run the company, I wasn't the Project Lead - DayZ will be *fine* - Peter is still standing watch. <3
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We are shutting down Experimental servers
Hicks_206 (DayZ) replied to Baty Alquawen's topic in PC Experimental Updates
.. what the fuck -
Woah. There is a lot of weird posts where people put words into my mouth. 1) I love DayZ and that hasn't changed. 2) Still here! 3) I don't think FiveM is a company? I was referring to my work and home life both being all about games. I've been tinkering with writing scripts for other moddable titles as well. It really helps cleanse the pallete and give really cool ideas. 4) I haven't posted in SRs lately intentionally - you can see my reasoning here: 5) Also I've been in svisket's basement.
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Greetings Survivors! As many of you know, the elements in Chernarus can be a real threat. After going over feedback through the Official Feedback tracker, an issue that presented itself in one of our most recent builds pushed to Steam came to light. The team is currently aware of this, and while investigation is ongoing in regards to a potential hotfix (no promises here!) we wanted all of you whom are adventuring in the wilds of Chernarus to be aware. Many of the in-home stoves and fireplaces are currently not accepting deposits, and *some* of the open air structures are also not allowing users to light their fires. While you may experience issues "placing" a fireplace, you can drop it anywhere in the world. We've compiled a list of example structures that are perfectly safe to light your campfires and stoves inside of, while you're drying off from the rain. (Of course, lighting your fires outside of structures remains perfectly fine)
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A Few Thoughts on.. Bugfixing, Priorities, and Beta
Hicks_206 (DayZ) posted a topic in News & Announcements
I see a lot of folks getting upset that bugs in legacy stuff isn’t getting addressed at the speed they would like, isn’t getting prioritized right now, or in general the move to Beta isn’t moving at the speed they would like (or in some cases – systems they are waiting for are not in game just yet). I’m sure for some of you this post will be a rehash of things I’ve said before (and I commend you for keeping up to date and informed on development ;) ) but for those that may have missed some of this stuff, I’d like to go back over it. With .61 we’re a bit backed against the wall, as obviously the lion’s share of the team are focused on the work needed for Beta. Add into that the fact that a good deal of the work and investigation needed to resolve issues on .61 is work that is thrown into the ether so to speak – work that won’t specifically benefit or apply to the Beta milestone and the systems impacted by that version. For example, folks have been vocal about issues such as duping, well spam, apple spam, and so on – the old adage of “a bandaid on a broken leg” can be applied here. Small fixes can be applied, with time and resources – but the root issue is how the old user actions and animation system *allow* for this type of abuse or issues to be present. Part and parcel with the entire impetus behind the new user actions, animation system, and so on. While as we’ve said – we *are* working on the critical issues present such as server performance, FPS drops and so on – our resources and focus absolutely have to be on the proper goal. Getting DayZ to Beta, and 1.0 (again – build version numbers do not equal a linear step by step path to 1.0 – we do not need to hit every number between 0.61 and 1.0 – it is for versioning, not an indication of the progress towards departure from Early Access) When it comes to mechanics and systems not yet in the game – I know I’ve spoken on this in the forums before (and by no means does Beta mean every pending system – but we are all working our tushes off to get the best and most critical in for Beta). A good deal of the foundation and spine of large changes to DayZ are directly tied into the technology that the Beta milestone is dependent upon. Infact – let me try and embed the original post I made here on the forums a bit ago: The spine of how you as players interact with the world is being removed, replaced, and improved – not only does this mean large changes to how DayZ feels – but it (the Beta milestone) means a large change in our focus from new technology implementation and prototyping, to bug fixing and content additions. By no means does Beta mean a “bug free” experience – but it does represent the largest technology change DayZ has seen since the new renderer – and arguably a much, much larger one. I, and we all know how frustrating it can be to be playing on the Steam branches of DayZ – as legacy bugs, and limitations of builds that are a good distance sometimes behind the internal development – but we hope that you hang in there, and continue to go along with us for the ride.- 18 replies
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Status Report - 7 February 2017
Hicks_206 (DayZ) replied to Baty Alquawen's topic in News & Announcements
Proper map creation for RV/Enfusion titles take year(s) - it isn't like churning out a map for Duke 3D ;) -
As we have discussed in the Status Reports - we are aware of, and working on the issues. However, I'll have Baty reach out and see if we can gather any specific profiling data from your servers.
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I realize we haven't talked much about the PKM! So, ask your questions and I'll see if I can get you answers on them!
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New Exp/Unstable update today - Additional Fixes for known server crash methods - Attempted fix for invisible vehicles As always, when a build is on Exp/Unstable it is there for testing - so the aim is to find out if these changes were effective. Please file tickets on any issues you find at feedback.dayz.com. Expect character wipes for every exp update moving forward folks! We're still working on improving server performance, which when poor can cause the following issues: - Infected reaction speed may be reduced - Character modifiers/status can become stuck or not update properly - Infected can push characters through/into model geometry causing movement issues (unable to move in a given direction) - Collision/Navigation in some complex structures can push your character around - Issues with door states can occur - Damage being delayed
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You are playing development builds, this absolutely needs to happen. Please file issues on the feedback tracker as you encounter them so we can investigate. feedback.dayz.com
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Status Report - 10 January 2017
Hicks_206 (DayZ) replied to Baty Alquawen's topic in News & Announcements
Hey all, I wanted to take a moment today to elaborate a little more on what we're tracking as issues on 0.61 - and where our headspace is on them. We're tracking some issues related to degradation of server performance that can cause a lot of frustrating behavior. This didn't come up in experimental builds as it looks to have been related to some of the fixes in post 0.61 stable update builds, which didn't get as much attention as the pre-stable update experimental builds. This can cause stuff like player position getting stuck, player to player sync issues, slow infected, and several other issues. In addition to that, we're obviously aware of VOIP dropping off too quickly (distance wise), character heads appearing black, some client crashes, server memory usage (possibly related to the performance drop off), server crashes, and client crashes. Obviously there are plenty of other things I'm sure players want to see addressed - but will come with iteration, and of course the introduction of new technology. Things like improving the distribution of items in the economy, melee, sway, and so on. As well, don't forget we're still focusing team members on reintroducing vehicles to stable branch - which aren't yet where we as developers are happy with them - but players would like to see introduced. Rest assured, there aren't any major issues we're not aware of guys - but with a lot of things when the technology powering the title is still in development, a quick fix isn't whats needed - or even healthy. So just bear with us - file those tickets at the feedback tracker (Way more help than you probably know!) and keep putting your feedback into the forums.- 30 replies
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Just realized we don't have a stable discussion thread! Lets get on it!
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First of 2017! - Testing fix for one cause of stuck character status - Attempted fix for common server crash - Testing fix for wolves killing players who have disconnected - Correction of sun position We'll have some of the servers with persistence off for some back end testing we're doing, and we'll be messing with AI population for the purposes of profiling. Other than that, not too much different with this build. As always, when a build is on Exp/Unstable it is there for testing - so the aim is to find out if these changes were effective. Please file tickets on any issues you find at feedback.dayz.com. Expect character wipes for every exp update moving forward folks! We're still working on improving server performance, which when poor can cause the following issues: - Infected reaction speed may be reduced - Character modifiers/status can become stuck or not update properly - Infected can push characters through/into model geometry causing movement issues (unable to move in a given direction) - Collision/Navigation in some complex structures can push your character around - Issues with door states can occur - Damage being delayed
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Happy Holidays - one last Exp build before Xmas - Set vehicles to spawn prepared - Introduced first iteration of new vehicle sync - Readded vehicles to spawn pool We'll have some of the servers with persistence off for some back end testing we're doing, and we'll be messing with AI population for the purposes of profiling. Other than that, not too much different with this build. As always, when a build is on Exp/Unstable it is there for testing - so the aim is to find out if these changes were effective. Please file tickets on any issues you find at feedback.dayz.com. Expect character wipes for every exp update moving forward folks! We're still working on improving server performance, which when poor can cause the following issues: - Infected reaction speed may be reduced - Character modifiers/status can become stuck or not update properly - Infected can push characters through/into model geometry causing movement issues (unable to move in a given direction) - Collision/Navigation in some complex structures can push your character around - Issues with door states can occur - Damage being delayed
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Hey guys, Its looking like Friday's Exp update will be pushed over to Stable branch today (estimated 12h update duration / stable server downtime). Now, while we're all aware that there are still some remaining critical issues to be addressed for 0.61, such as supersonic cracks not functioning, status modifiers getting stuck, and gunshot audio being out of sync for some players. The holiday season means that if we don't want to leave you all with 0.60 on Stable branch for the rest of the year, we need to begin the process of moving 0.61 over to Stable branch as soon as possible. That said, we're going to begin updating the stable branch servers today, while continuing to iterate/update the 0.61 experimental branch with the time we have left before the holidays. Fixes for supersonic cracks, adjustments to network sync for vehicles, and other bug fixes are still to come - so bear with us while we go through the long process of updating the Steam stable branch servers!
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All slot administration, whitelisting, etc is done through 3rd party tools - attempting to mod it would be a waste of time. All that stuff goes through BE (BEC for example) - which I believe already supports reserved slots, it is just not currently permitted for DayZ.
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^ This guy with the knowledge!
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No - there is no known issue with hypothermia. This is functioning as intended.
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Fireplaces are not broken - if you believe you've found an issue with the functionality of them please file a ticket at feedback.dayz.com
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1) Please read the Status Reports - choosing not to do so, or just skimming them means you miss vital information. 2) You spawn hungry, this is how it is. You are also not guaranteed deaths - survival is all about the choices you make. Make the wrong ones, and you can die. 3) Yes, there is food east of Cherno. Plenty of it. 4) This is correct, you spawn on the coast. You always will. Spawn position is random from a pool of available spawn points, your distance to your corpse is not taken into calculation - and to be honest, we do not design the experience around getting back to your body. We design it for perma death. Permanent. Death. 5) Best spawn in the game, to be fair. Outstanding gear chances on that island, and like all things in survival - getting off the island depends on the choices you make leading up to the swim. I have never died making that swim, ever - because I make sure to raise my temperature as much as possible before swimming and I prepare myself to start a fire when I get across the water. 6) The old server browser is not coming back. 7) You can craft water bottles out of leather, as well as find canteens, jerry cans, or pots to store your water. PET bottles double as potential suppressors and are thus limited - canteens are much more plentiful. 8) Again - not at all a guaranteed death. The choices you make after spawning define your success or failure. 9) That is your opinion. 10) I'm unsure what you are speaking of. Players do not collide with dead infected corpses. 11) Again - PLEASE read the Status Reports or at least the stickied forum posts. If you do not follow development, then trying to judge development builds will result in a large amount of incorrect assumptions. 12) Based off of reading this, I feel like you have not touched DayZ since 0.60 at the latest. Currently this is client side, and should work the second you press it. 13) Not sure what you mean. However if you believe you have found an issue please report it at feedback.dayz.com 14) All spawns are along the Eastern coast from the North to the South (With the exception of Kamy and Elektro) 15) There is actually a fairly complex structure to loot spawns. We've discussed this extensively in Status Reports and forum posts. However if you have a specific question about it ,by all means make a forum post and ask away. 16) This is a major overstatement. Only berry bushes have berries, and they are certainly not one in 250,000. 17) Infected do have inventory, and they do have a chance to spawn loot. I find a significant amount of food and supplies this way. I feel again as if you are talking about an old build. 18) Not at all, they make good sources of tinder for fires, and notes for players (when this mechanic is functioning) 19) Known issue, please read Status Reports or at least stickied forum posts on builds. 20) While melee definitely needs work - the system is a raycast and you will hit what you aim at, if you aim correctly.
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Only Steam support handles refund requests. Given they denied it, and your claim of purchasing the title over 2 years ago - I'm going to assume it was a valid refusal.
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Is it worth buying Dayz standalone yet? [With Developer responses]
Hicks_206 (DayZ) replied to Blade4777980's topic in General Discussion
1) Yes - Although currently disabled on Stable branch 2) Yes, basic camping style objects. Stone ovens, Camping Tents, Military Tents, Car Tents, Barrels for storage/tanning/fires, garden plots, with more to come in later builds. 3) Yes - no tornados though. 4) Yes, depending on how someone wants to run their privately operated server. I'd recommend watching content creators like: https://www.youtube.com/user/BarelyInfected https://www.youtube.com/user/TheBeavil -
Please leave profanity and vulgarity at the door and do not attempt to bypass filters. As it has been stated countless times, the UI just like the hot bar will be togglable.
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I wanted to start doing some threads covering content/features for the Beta milestone, and I thought we could kick it off with something simple - specifically for this one, the CR 550 rifle. As some of you might be aware, this has been posted to our Trello weeks back, and is one of the new firearms that we should see in our Beta milestone. So ask away - what questions do you have regarding the CR 550? What are your thoughts or hopes regarding this specific weapon? I'll check back each morning and try and field as many of them as I'm able!