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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.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

☣BioHaze☣

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Everything posted by ☣BioHaze☣

  1. ☣BioHaze☣

    Status Report, RE: soft skills

    I could have asked you the same thing based on the first line I quoted. You completely ignored the daily limit they mentioned in your OP. I still think calling an outline for a new system "shitty" at this point is premature. Absolutely not. Simple things like beards and scars can keep a lot of people engaged in the personality of their characters. And I absolutely don"t want such huge advantages to the skill set that it occupies my time to get 30% more plant matter from a farming action. I am always invested in my character because it's my choice to project myself into their lives and protect it as such. I do not need skills assigned to an invested amount of time to stay immersed. If I've played 30 days, killed 6 people who tried to KoS me, 100's of infected, built 4 camps/bases, and fought off packs of wolves with my character, don't you think I'm going to be attached to my character just by playing the game?
  2. ☣BioHaze☣

    Status Report, RE: soft skills

    They said you would have daily caps on how much you could add to your skills so you could only gain so much in a day. So instead of grinding for an entire play session, you would have to just make sure you performed some of desired skill in each respective session. I honestly would not care if there were no skills in the game and everyone had the same base abilities throughout. As far as rough/fine skills concept, I would want to reserve some judgement before I saw more about what they had in mind. I think it's a way to make skills more ancillary to actual game play and really just a matter of efficiency learned over a lifespan (100+ hours survived in game for example). It was also said a long time ago that skills would not be added that change the tide of PvP, and I agree with this concept. I don't want anything resembling a penalty for not having practiced a skill other than my own personal lack of familiarity with the mechanic. Once you start down the truly occupation specific character skill levels, I think the game starts to move away from the original vision in a negative way.
  3. ☣BioHaze☣

    Turn off apple treees

    Let's not waste time. All fruit baring plants and trees will be changed to world containers eventually. I've had to post this far too many times in the last couple of weeks. -_- I feel like I'm having a conversation about a movie and most of the people walked in halfway through and need to be caught up, ALL THE TIME.
  4. ☣BioHaze☣

    2016 In Review

    Wooooo, happy new year! Great report, Baty! So much is changing so fast, I'm excited for 2017! Does this mean more characters for players to choose from? So we won't all just be generic white guy #5 anymore?
  5. ☣BioHaze☣

    Don't be that guy

    He's the one who dropped the vial of the virus....
  6. ☣BioHaze☣

    is it just me...?

    False. Originally the popularity was from how harsh and unforgiving DayZ was, the ultimate ANTI-GAME. Streamers and youtubers who lack creativity and are mindless CoD products overwhelmed popular media around DayZ and created a culture full of ignorant casual DayZ players who think DayZ is just their next shooter to play for 500 hours before declaring it broken and rage quitting and moving on to the next shooter of the month. How many of those same people have I seen come and go in the last 4.5 years from this forum bringing NOTHING new to the experience for anyone???
  7. ☣BioHaze☣

    is it just me...?

    Thank you for contribution to my survival horror game! There may be a mod of DayZ you will prefer in the future. For some of us this is the game we've been waiting for all of our lives and the least creative non-gamer shooter players have been the majority here for far too long. Shooters ruined video games the way the matrix ruined movies. I do not play shooters as they are repetitive, mind numbing, and a stagnant genre. DayZ has given me a reason to carry a gun in a game and sometimes use it against other players. The vast majority of DayZ "players" are woefully ignorant of what DayZ will be like when feature complete. THIS IS ALPHA. https://arma3.com/
  8. ☣BioHaze☣

    Wolves attacking Zeds in Tisy Ville

    It's a dog eat dog world for sure. :P
  9. ☣BioHaze☣

    Stable Update 0.61.136770

    After trying todays experimental patch I had my first stable run today and initially ran solo for over an hour and didn't get a backpack until midway up the map. Mostly I played with emuthreat, starvingart, and some new random friendlies. emuthreat had a friend murder him so we could start fresh together and we soon found ourselves in Berezino. There emu ran into a neutral player named Griff and then met up with me near the docks. We set out West and in short order I came across a barrel with a little ammo and a compass stashed in cabin. emu decides to carry it and we commence to looting one half of the town before running into Griff again this time with his his friend Pepperoni. We exchange TS info and steam names and go our separate ways. Now emu and I are trying to run to another location to start a new camp when we encounter our first pack of wolves. We ran while getting bit until we found a building to run into. Armed with only a chambered Sporter we hoped to kill them off from the relative safety of this building before moving on. The first white wolf clipped through the building and fought with us in close quarters. We killed it with Sporter and ice axe and then emu continued to pick away at the wolves, eventually letting the infected in to be dealt with in melee and then concentrating on wolves again. Next we heard people outside and it was Griff and friend once more! They helped us dispatch the wolves and then it was BBQ time! People struggles with fireplaces but we eventually got a barrel going. Running about with a barrel as it's flame dies creates some entertaining fire trails! Not long after this we part ways with our new friends and set off on our own. Up on this tower emu's neck does an emu's neck impression. emu had a bugged status update system and refused to log before camp. Sure enough a zombie knocked him out and bugged status meant he was frozen in the state. I killed him with his own axe and then saved his gear and amde the hike to the tents to drop things off. He respawned nearby and was making his way back to me when he was trapped ina bus wreck by another pack of wolves. I grabbed an AKM and slung a repeater on my back for emu and ran from the camp to the bus to try to save him. The whole time he is telling me how is distracting them with a flare and poking them with a pointed stick when they come inside. I finally arrive and see the pack swarming. Soon they catch wind of me watching from afar. I sprint into the bus and after getting my bearings I take 2 out and the other 2 run off. We then skin emu's tormentors and I log shortly there after. Having saved my friend from a fate worse than puppy chow. High five!
  10. ☣BioHaze☣

    Status Report - 20 December 2016

    Playing, testing, discussing, and watching the evolution of DayZ, is one of the most rewarding gaming experiences I've had in 35 years of gaming. I know quality when I see it and you guys just keep raising the bar. Happy holidays, happy new year! THANK YOU
  11. ☣BioHaze☣

    Does Boneboys Work Here Anymore?

    Content count 10178 Joined May 1, 2012 Last visited December 3 ^It's been most of 3 weeks since he's even visited so he's either on vacation of sorts or is no longer involved with DayZ forum.
  12. ☣BioHaze☣

    Stable Update 0.61.136770

  13. ☣BioHaze☣

    Let's talk about new animations

    Different clothing states! Zipped (warmer) unzipped (cooler). Hood up (warmer), hood down (cooler). Layering of clothes!
  14. ☣BioHaze☣

    Let's talk about new animations

    Not wanting to steal @odin_lowe 's thunder but, an animation for when you flip a coupled magazine over to utilize the other 30 rounds rather than magically feeding the next mag worth ammo through. The worm. Swinging your backpack to your front, kneeling down, opening the top, and peering in with blurred out vision around to check and manage ones inventory. Hand drill kit animations, and the need for many of them to actually create a fire... I definitely want to see those bayonets back in and usable as mentioned by others, and I would also like to repeat the suggestion for a strike with the butt of a gun or rifle. Animations for different speeds and styles of opening unlocked doors would be great. From a slow near silent maybe creaking door animation to full on kicking the door which would stagger infected and knock back/over players. I would like to see different run animations for stamina and weight effects. Heavy players should move very differently than light players, and being winded should look different than regular walking.
  15. ☣BioHaze☣

    Is DayZ now a Survival Simulator? [0.61 discussion]

    This is a Public Service Announcement: If you haven't followed DayZ Alpha religiously since the standalone was released, you likely missed important information. Thank you.
  16. ☣BioHaze☣

    Is DayZ now a Survival Simulator? [0.61 discussion]

    LOLOLOLOL Nooooooo. People have been playing like DayZ will always play the same. All of those people who "hate" changes that add survival mechanics have been kidding themselves the whole time while being assholes throughout this entire process. The people who come to DayZ for PvP only usually burn out and find some reason to rage quit and go play Overwatch. I can't wait for modding so they can all leave Vanilla DayZ for good and stop telling people you, "play DayZ", when you really just wanna play CoD on a Chernarus map with minimal looting.
  17. ☣BioHaze☣

    Visible Limit/No RNG Apple Trees

    I think each tree/plant/bush/whathaveyuh will contain an amount of fruit at server start which can be picked clean. I'm guessing they will refresh with server restarts or over a period of time.
  18. ☣BioHaze☣

    Visible Limit/No RNG Apple Trees

    I know you Something.
  19. ☣BioHaze☣

    Visible Limit/No RNG Apple Trees

    -_- People! These pointless threads...... World containers. Fruit baring plants and trees are being changed to world containers. WE WERE JUST TALKING ABOUT THIS IN THE EXPERIMENTAL THREADS. I swear I feel like I'm 1 of maybe 100 people who have actually followed DayZ dev properly. No offense! Repeat threads just irk me as they are counter productive.
  20. ☣BioHaze☣

    2 story Camo Building

    You guys?!!! Answer: The new player controller will solve this. Please be patient. Thank you. What do I win? :P
  21. ☣BioHaze☣

    Status Report 12/6/2016

    *Here's the status report for others like myself who DO NOT check dayz.com and have for years simply followed the forum version of the SR. Baty is under the weather so I hope this thread will suffice! Status Report 12/6/2016 Greetings, survivors! We have Brian and Mirek on this week, mostly covering the recent improvements in server performance and our final push to have 0.61 out on Stable before Christmas. Additionally, Brian provides a bit of an insight on the intended DayZ survival experience, we have some exciting news regarding vehicles on Experimental branch and share several forums threads that we think you'll find interesting! Contents This Week Dev Update/Hicks Dev Update/Mirek Handpicked: DayZ Forums News Community Spotlight Dev Update/Hicks As many of you may know, we're in an Exp/Unstable branch iteration phase - on the road to moving 0.61 to Stable branch. So, this Status Report I'm going to break my part into two. First part covering where we are with 0.61, and what our current critical issues for moving to Stable branch are. For the second part, I'll talk briefly about my opinion on 0.61 as a build and our goals with it as an experience. Now that all of our milestone goals for 0.61 have been implemented, we're currently in a rapid iteration phase. For those testing on Exp/Unstable branch this means a lot of things can change quickly, not to mention break. Over the last few builds, we've been focused on both improving server performance and trying to tackle issues that were caused as a byproduct of work on optimizing client network traffic. While that may be frustrating for those of you excited to try out 0.61, it is absolutely critical for the development process that we are able to iterate, and test these changes under a larger load than internal QA resources allow. Additionally, a good deal of the critical issues we've been seeing on the Exp/Unstable branch servers simply do not reproduce internally. Thus, us being able to test through the Unstable branch, and provide the team with the critical crashdumps, debug logs, and profiler data is is absolutely required for 0.61 to get to Stable branch on Steam as soon as possible. So, the next time you run across a server crash, frustrating bug, or gamebreaking issue while testing on Exp/Unstable - do your best not to get frustrated, head over to the feedback tracker and give as much data as you are able to. Every ticket and comment on the feedback tracker helps, even if you might not feel like it does! For Stable blocking issues, we're currently tracking: Characters twitching/stuttering when crossing rubble/bodies Client Crash(es) Some structures not having proper shadows Items stuck in hands Server crash(es) VOIP Too Loud Infected Vocalizations too loud Naked Characters / Silent Gunshots Mirek has some fascinating insight into some of the issues we've discussed above, as well as where we are with improving the vehicle simulation - I encourage you to scroll down and read what he has to say, the information is critical to understanding what is going on with the gameplay programming team (which has a large impact on how DayZ plays!) For the second part of my text this week, I'd like to comment on the swing towards survival with 0.61. It is no secret that DayZ set out to be a punishing survival title from the start of the project. Much of the mechanics that would drive this type of experience have been in prototyped phase, with the full functionality of them dependant upon technology from the engine, optimization to make them a threat, and so on - because of that, for the majority of our development period they have had little impact on gameplay unless you intentionally sought them out (or a bug related to them caused larger issues, such as the hyperthermia issue on 0.60). With this side of the game being present in such a state, most of DayZ's gameplay throughout the Early Access phase has centered around social interaction, and gunplay. With little incentive, or push for anything else to occur. As bugfixing, feature implementation, and optimization has allowed us to bring some of these mechanics more to the forefront of gameplay, I fully expect the large portion of the Early Access playerbase that might not keep up to date on development to be surprised, and even push back on these changes once they hit stable branch. I'm fully aware many of you love DayZ for the action you experience when you get into a gunfight, or the interesting (and often hillarious) social situations that player interaction creates. I do not want you to feel ignored. Everything in DayZ should come with a cost, be it struggling to survive, choosing to make a beeline for the closest military base looking to pick a fight, or creating a farming commune on the coast. The closer we move to Beta, and Early Access release this will become more apparent, and we will of course ensure that all styles of gameplay are as viable as possible, assuming you make the correct decisions to overcome the environment that seeks to kill you. Be it through starvation, infection, murder, the cold, or being eaten alive by wolves. Excited as we are by the slow but inevitable progression to that unforgiving survival experience we set out to create back in 2013, we're all very aware (as you all should be) - that this is a development build. Many critical pieces to the final puzzle are still missing, and there will be bugs, but we hope that you find these changes compelling, and enjoy your experience inside Chernarus even more. I've rambled on enough for this Status Report. I'm sure you all wanted to see more fancy screenshots or gifs - but these things slow down as the team wraps up what is in 0.61, and starts to focus on bugfixing in order to get to stable branch. Once we get past 0.61 and can start talking about 0.62, I'm sure we'll have more eye candy for you. - Brian Hicks / Creative Director Back to Contents Dev Update/Mirek Last week, we were mostly focused on server performance improvements. We rewrote the updating strategy of network objects and the results are pretty good. This part is now about five times faster. On the other hand, it reintroduced the "naked characters" bug. Things like these can happen quite often, because this mechanism is very complex. As server performance is one of the major blockers of stable release, we had to release it into Experimental branch as soon as possible, so there wasn't much time to test it internally. I hope you won't get angry when things like these happen on Experimental branch. Another bug we found is that Central Economy (CE) limits for infected count didn't work properly, so too many infected were spawned over the entire map. This slows down server performance too much and it's the source of incorrectly updated character modifiers, or the "persistent unconsciousness". We also decreased the simulation rate of distant AI units, so this should help the server performance a lot, and it should also lead to a general decrease in network traffic. All of these fixes are scheduled for merge into Experimental branch this week (it's possible that some of them are already merged by the time you're reading this). Now about vehicles. In the last status report, I wrote about two blocking issues. The broken simulation of more players in a vehicle is now resolved, but because the server is now authoritative over player's position and movement, new small issue appeared. You won't be able to see some animations (like head movement) of remote players sitting in the vehicle. We're not planning to fix this this in 0.61 - we will be taking another look at this issue when the new player controller is merged in, because we want to avoid doing things twice. Client side correction still doesn't work well and I'm not sure how long it will take to fix this. Also, because we would like to release Stable build before Christmas, we will release it without vehicles. We will, however, continue releasing Experimental builds with vehicles included, when they get ready. We've also made other vehicle simulation improvements, which will hit Experimental. Here's the short list of changes: dashboards now reacts to switching vehicle lights player can use zoom when sitting in the passenger seat engine animation now correctly reacts to all user actions, damage etc. cars can be drown in any water, not only in the sea working particles from wheels updated suspension physics and collisions cars can now drive over small obstacles based on wheel's radius suspension along with wheels now correctly reacts to land surface The second part of my status report will be dedicated to infected. We are working closely with designers to tweak them a little bit for 0.61, mainly improving their movement and attacking. Pushing won't be solved, as there is still the issue with AI units having a new physical controller built on bullet physics, while players use the legacy Arma collision detection. In this case, what happens is that infected penetrates into the player (because it's unable to find a collision), but player detects that he's in collision with something and moves away from the collision. We won't be able to resolve this without the new player controller, so we're trying to at least improve it by tweaking some movement parameters. This is all for now from me. - Miroslav Maněna / Lead Gameplay Progammer Back to Contents Handpicked: DayZ Forums News Our official DayZ community forums provide the easiest way to discuss all things DayZ. The discussion there is free of the usual constraints of other channels, like the 140 character limit on Twitter or the occasionally questionable voting mechanism on Reddit. The forums have a solid user base and are also the place where developers have been staying in touch with survivors basically ever since the early DayZ Mod days. For these reasons, we'd love to drive most of the discussions there - both those where members of the dev team engage with you, the DayZ community, and those where you simply talk to fellow survivors. Supporting the effort to keep the forums a busy place, we'll do our best to handpick some of the new content from the forums for each new Status Report, and highlight interesting posts or threads created in the past two weeks as a recommended reading material. Occasionally, we will also open a discussion on a topic we want to hear you opinions on. Mind you, there will likely be exceptions to the schedule: Status Reports often turn into truly massive behemoths already, and development updates should always be the main focus here. Then, sometimes, people simply get too passionate about one or two particular threads and just won't let go of them - and so we usually don't need to drive additional traffic to such threads. But now, let's get to it, here's what's been happening on the official DayZ community forums lately. Friday Experimental Build Thread As you probably know, the 0.61 build we deployed on Friday suffered from some serious server crashing, and the discussion that unfolds on the first 5 or 6 pages in the related thread is a nice practical example of the nature of the Experimental/Unstable branch of DayZ. Often, even if you can't really play the game properly, you may have actually helped the development team (and we appreciate that a lot!): Read the thread » While in this particular case, we've already gathered enough data about the crashes and our Deployment Engineer David sacrificed a bit of his weekend to revert the Experimental branch to previous build, it should be expected that Experimental builds may stay all over the place like that for some time. If that happens, we'd like to kindly ask for your patience, ask you to read this post over here to understand the nature of the Experimental branch, and ultimately ask you to switch over to Stable if you just want to play DayZ. 0.61 Stable Loot Thread Loot has always been a massive discussion topic in the community, and even internally. cs_wolf has started a thread where he's expressing his own hopes for the vanilla loot distribution of 0.61 on Stable, and while our design team is getting a clearer idea of where the vanilla experience is going themselves, feel free to fantasize about your own ideal setup with your fellow survivors: Read the thread » Best DayZ Weapon Combo Thread When you've managed to get the basics to survive, it's the best time to get properly armed. kataro posted what he believes is the most efficient weapon combo in DayZ, and is asking you to share your own deadly combos. Even our Community Manager Baty, a truly experienced survivor, is sharing her personal favorite, so hit the image to read the thread and see what her best weapon combo consists of: Read the thread » BETA Content: CR 550 Rifle Thread The last entry in our handpicked section of the Status Report is actually a start of what will hopefully become a series of sneak peeks on some of the BETA milestone content and features. This week, Brian is keeping it simple, teasing the already announced CR 550 and asking what your personal expectations and hopes are for this new piece of weaponry: Read the thread » Back to Contents Community Spotlight The news for update 0.61, which is on Experimental branch right now, are new dynamic shadows. Shadows look great, and the way you all are using them to take screenshots is really amazing. Besides facing the Infected, you also have to deal with an additional level of paranoia because dynamic shadows create a new dynamic, all happening in real time. Player XRW64 utilizes the new shadows and backlighting to create an interesting visual experience with a friend. It's like open world DayZ shadow puppet theater! Say hello to yourself! Test the new dynamic shadows and send us more rad images. Like JoeBandit. Wanna get really creeped out? Imagine a silent infected hiding somewhere in this room. Bibix is a very successful streamer from France, and he has a great talent for capturing unique moment. We love his screenshots. For more pics click HERE. All of these screenshots are great examples of how creatively Bibix uses the flares. It really sets a frightening mood. I don't know about you, but I definitely don't want to find someone (or something) dangerous inside, much less an evil clown. This is what can happen in the world of Chernarus. If you play on Experimental/Unstable servers, don't forget to use our Feedback Tracker to submit bugs, and for the newest info or a place to share your screenshots, follow the official DayZ Development Team Twitter account. Header image by: BIBIXHD - Baty / Community Manager Back to Contents
  22. ☣BioHaze☣

    Status Report 12/6/2016

    Thank you! Get well soon, Baty! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Oh yeah, so no cars was true to a degree, sorry Walter. @koffeekage
  23. ☣BioHaze☣

    Status Report 12/6/2016

    In general I consider official DayZ info stream to be in a constant state of flux. When the SR's dropped on the forum alongside the website, there was no need to follow the SR anywhere else considering I frequent here regardless. I also do not want to have to follow Twitter or any other 3rd party website to stay current. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Commenting on the actual content of the report, I thought it was silly that Brian seemed to feel the need to comfort the PvP and streamer community openly. He held their hands saying, "It's ok honey, this was always going to be a survival game.". I really liked Miroslav Maněna's contribution to this report as well. His straight forward info filled presentation gave me confidence that he is on top of all the problems and wanted features around how infected should perform.
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