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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.

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Your DayZ Team

SmashT

DayZ Forum Team
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Everything posted by SmashT

  1. SmashT

    How to add dayz mod to Steam

    Tick the boxes under settings in DZC
  2. SmashT

    "NO QUITTING"

    A hacker did it.
  3. SmashT

    Hand cuffs

    Maybe something like zip ties that you can free yourself from after a certain amount of time. On that note, I'd like to see more non-lethal weapons (tazers etc)
  4. All credit goes to Engan, based on the real life adventures of Engan, John & Splejnchshsk. EP1: Sniper EP2: Relax, I'm a pilot EP3: Bridge Bastards EP4: Mountain Dew EP5: Anomaly Detected
  5. SmashT

    Hand cuffs

    How do you stop them from just logging out?
  6. DayZ servers don't provide this information directly, but server admins often place the current UTC offset in the server name. DayZ Commander converts this to a more readible time and allows you to filter and sort on it. This also means, if the server name displays the wrong offset, the time will not be accurate in Commander. http://www.dayzcommander.com/faq
  7. SmashT

    DayZ Devblog 22nd February 2013

    No? http://www.rockpaper...k-arma-3-alpha/
  8. SmashT

    Proper Terms

    Meanings change. We can argue semantics, but in the video game "world" the term has come to be associated with being a cheater.
  9. Don't play for months at a time.
  10. SmashT

    Killed by a rock

    Get back in there, show that rock who's boss.
  11. Please report it so it can be dealt with.
  12. SmashT

    Mod for arma 3 alpha ?

    Altis (Alternate Island)
  13. SmashT

    CLAN VS CLAN SERVER!!!!

    See existing thread
  14. Some more questions answered on Reddit by Rocket, will add more as they come. Q: How long is the closed technical test going to last? A: As long as it takes to smooth out the architectural issues. Q: Can we expect any new guns/gear upon foundation release? A: Yes, lots. Q: Have you made any improvements in terms of sound? A: Sound isn't something we've played with a lot yet. It's something we can easily improve - we want the freedom now to innovate, which means not getting locked down because we created certain content. The pace of our innovation is insane at the moment and is entirely changing the landscape of the future content changes. Q: Will the standalone bring an FPS improvement? A: Yes, but I follow the usual pessimistic thought that whatever FPS increases we see will likely be taken up with new things added to DayZ. A staggering amount of code that was unused by DayZ has been removed, and is ongoing. This includes UI code and object related code, everything. This provides some benefits. There has been a huge amount of art asset optimization, again helping. Overall, I would say DayZ standalone will offer a smoother experience but not necessarily an FPS increase. I.e if you run it on High now, you won't be running it on Very High but you should get a much smoother experience. Q: Any plans for Minecon-style DayZ events in the future? A: Probably, no plans as yet. I would say by June we have a good picture on the success of DayZ as a whole and sometime around then we'll have a good think about the future. Q: What are your plans for end game content? A: Firstly, once we have DayZ stabilized into something reasonable - we will look at some advanced vehicle stuff. I.e. sort of vehicle construction, adding different parts to vehicles etc... Then towards the end of the year, probably, looking at base construction as an entirely new game mode. Q: What about vehicle customization? A: Not initially, vehicles will remain very, very basic. But later we will add great depth to the parts mechanic something like a "vehicle construction" system. This will be our first foray into "endgame" type content, after we have stabilized the build. Q: Has Marek Spanel (CEO at Bohemia Interactive Studio for those who don't know) played the mod/sa and given any feedback on it? A: Marek has been extremely involved since very early in DayZ (since shortly after it's release really). He continues to be a key contributing member of the team both at a management/steering level and also with design. Q: What about the price? A: Cheap for a start, rising in price during development. I'm just going to come right out and say it, so that people start to stop with this whole "competition is good" thing. Competition can be good, under the right circumstances. Personally, the WarZ scandal and the price people have been paying has made me think, personally, that we've been undervaluing the project in terms of price. If one company releases a product, that doesn't perform well and is at a high price, and succeeds - what example does that set for other companies? People need to behave like rational consumers and not just instantly buy everything they see - otherwise all they will end up with is crap. The moment gamers start organizing and rewarding developers that meet what the consumers want - is the moment the publishers will be forced to value their developers more (and pay them more). Regardless, it's never going to be at a full retail price. Q: How often will updates come out? A: Daily/weekly. Pushed through steam as delta updates (<3 you steam!) Q: Will there be some kind of report system in case of hackers? A: TBC, likely something we will have to work on improving for the entire life of the product. Q: To what extent will customization go, e.g clothing, character A: Clothing, full range of selections: Head, eyes, torso, pants, feet, gloves, vest, backpack. Q: What about player numbers, 60 seems low currently but obviously that will depend on the map design and new areas etc, what do you think is an ideal number? A: This has been a key focus for redevelopment of Chernarus. I think about 150 is a good number, from our testing in terms of design. Q: I've been quite impressed by Seattle map in TOH. Would it be possible to rework the map to make it playable in DayZ A: It's very impressive map, but the issue is more it was designed for something specific (helicopters). DayZ needs interiors, they're really important. I think DayZ needs a new map, BI made, that features a western city... let's just say I have plans. :) Q: Will there be other animals in the woods such as wolfs, bears, a horde of zombies? Will there be caves, etc? A: One of the artists is working on a deer, and I believe a rat has been done. The main issue is animations, they have to be generated (often by hand, although once a horse was mocap'd here in the studio for another game!). Q: Has a chainsaw been added yet? A: Nope, not yet. We've only really started on item art asset development recently, as we just confirmed all our desired item architectural changes are possible. Q: Are you aware of the issues with rendering vegetation, obscuring items, tents and players at close range while they remain visible at long range? A: It is important, we're aware of it - but we haven't got it planned to be addressed yet. We're still on these major, sweeping, architectural changes. Q: How do you deal with the stress of the game? When you get overloaded with Questions and the difficulties with the development etc. What's your method of keeping things together? A: Bizzarely enough, aside from running or one of my hobbies like mountaineering or wakeboarding (which I can rarely do here) - the greatest stress relief comes from modding someone elses game. I love KSP and love modding for it, and I am really in love with Space Station 13 at the moment, and loving making new maps and editing/modding it. There is something inherently beautiful about modding that I just love. I probably was having a slow-moving nervous breakdown towards the end of last year, really. But this year has been great, the progress has been outstanding and all the huge gambles we took architecturally last year have started paying off. Q: How do you plan on making lone-wolfing more interesting as well as player interaction? A: I really want to increase the amount of activity in the game, such as hunting and just general surviving/traveling. I hope this makes the lone-wolf play more interesting, which in turn will add more value to any human interaction. Q: How does the whole humanity thing work? A: My first thought was "not well". Then I realized I made it, and I just felt bad for myself :( I think we can do better with the standalone with some good experimentation and innovation. Q: Is the idea of making security systems for underground structures still in? A: I'm playing a lot of Space Station 13 at the moment and it is giving me some tremendous inspiration for ideas for base construction. But expect this more towards the end of this year. We have much ground to cover first. Q: Will the ragdoll system be initially available in the SA or will you implement it later? A: No ragdoll currently, it is a significant amount of work and one we haven't done yet. We looked at it, even tried some, but it was just going to cause far too much delay. Q: When ArmA 3 comes out, are you going to mod DayZ into it or let the community do it? A: My real hope, is that the next "DayZ" comes out and get's it's big break in ArmA3. I made a space mod for ArmA2 that I never released, maybe I might make that for ArmA3! I guess someone will mod DayZ for ArmA3 and it will probably be great for it, that's the awesome thing about this community. Q: Can we expect some unannounced surprises in the standalone release? A: Absolutely. For the next 12 months at least, probably beyond that. Q: Are you still looking for SA testers? A: I am not handling the SA technology test tester list, Matt handles that. I'd probably implode with all the queries I'd get with it (my twitter/facebook/email is full now already). Q: Will private hives on the SA allow for admin controlled starting gear? A: Private Hives still haven't been thought out much. For a start, we're going to issue the architecture to some of the big hosters initially until we can secure it and lock it down more for general release. So initially, you'll either need to connect centrally to the main DayZ hive when running a server or you'll need to connect to one run by a commercial hoster. But we still haven't decided this fully yet. Q: Are you still considering underground bases? It was mentioned early on but not so much since. A: Once we have things really stable and solid, like a really good experience (I estimate loosely on my return from Everest in June), I think we will start with base construction. I've been playing A LOT of space station 13 and it has given me some great ideas. Q: Will there still be a 'dot' system and will it potentially still allow ESP hacks (which are hard to detect)? A: I want to remove the crosshair but I suspect we will have it configurable by servers. Same with 3rd person, but no firm decision is made yet we need to test everything out with you guys first. Hacking is something we will have to work on for the life of the product. I.e. forever. We just have to try this new architecture and continually innovate, adapt to the change of pace. That's just the reality of the world. Q: Are we going to be able to hide from zombies in trees and bushes? *Here comes a swarm of zombies, I'll just sit in this bush until they give up.* A: Yes. Although for a few months expect these new mechanics to spontaneously break and hilarity ensue Q: Do you have anything in the works for more obtainable skins like the hero and bandit skins? A: You can cloth yourself in custom items for each body part. So effectively, you create your own skin. We're still looking at options for humanity and we aren't tied down to a system yet. Q: What's after DayZ? Can we expect a DayZ 2? A: I've got two "ultimate game ideas" that I have wanted to make for many years, and I'm hoping this is my ticket to fund and develop them completely myself and make them the way I want, with no marketing department input. So I'd probably be more interested personally in pursuing these once DayZ is 1.0. But sequels are really just a numbers game. If the idea is still fresh, I hope the harsh approach of DayZ spawns a sequel, so long as that sequel tried something new and fresh (but with the same flavor) on, say, the PS4 and/or the Steambox. I mean, why not? But I'm not sure how involved I would be with that. Q: Did you play The WarZ at all? Anything from that game that you liked/disliked? A: Yes, both me and Matt did. It's rather hard to compare because it just wasn't the kind of game that I would want to play. I am not a good barometer for what is a good game or not (the games I played most last year were OpenTTD and KSP..., and this year it is SS13). My taste in games is very "out there". So to say it wasn't my kind of game is putting it in company with the new XCOM and many other well received games. Their out of game UI was very polished and overall gave a much better impression about the product from the word go compared to DayZ. The DayZ standalone, probably will not ever match that either mainly because I'd rather have that artist working on assets for the game rather than a menu or some out of game screen. But that level of polish was really good. Connecting was simple and straightforward, and quick. The melee was "better", although with some caveats. I mean, the bar is pretty low, the melee I mod'ed into ArmA2 is probably as basic as it gets. Continued... Q: Any possible date or time frame for the closed technical test? A: We're down to the last few things to fix before the first test servers pop online and we run the first full servers. Slowly we'll hand out the first keys and get a few servers running. Then we will reassess. It could go really well and we open up quickly, or it could go badly. Don't expect the tech test to be fun, or very pretty. It's a tech test, any game design that makes it into that will be a bonus. Q: Do you think SA will come before April? A: Yes I think so, but anything could happen and usually does. We'll know more when the results of the tech test are out. Any dates before then would be pure speculation, and my last speculation didn't work out so good. Q: Any plans to implement a sewage/drainage system in the major cities? A: I really want too. We'd need to do some magic though (or instancing... but only I am really happy with instancing as a solution at the moment! the programmers want to do it properly). Q: Will the mechanics of inventory management be changed to something like ARMA 3's, where you have tabs for your person/backpack as well as drag+drop capability? A: Drag and drop... confirmed. Like ArmA3's... no. The aim's a different. DayZ needs a viseral feedback of what you have. Your inventory is everything in DayZ. I see it as the mechanics that DayZ needs. Hell, you can take away the zombies and still have a game if the inventory is decent. So when you open your inventory screen, you will get instant feedback on everything, using 3d models and some good drag and drop functions. Let me put it this way, if you liked the original XCOM system, you'll like this one. Q: Are players going to have to re-learn how to play DayZ with SA? Meaning, has the core gameplay architecture changed so much that things we have learned (repairing vehicles, filling a jerry can, giving a blood transfusion) will have to be re-learned? A: Yes Q: Don't you think 150 players is a little high? A: In our testing during DayZ mod, its clear that the vast majority of people stick to the urban centers, and the carnage ensues. So I think, that with more people, it will make the cities both more lucrative (dead people loot), more scary (more crazy "nononononononono' people), and more risky (more bandits). I think this merges in quite well. At the end of the day, it will be the community that decides what the optimum number will be, because they set the terms of how the servers are. Popular servers will see more similar configurations, less popular ones will not be populated. Darwin would be proud! Q: Do NVGS or Rangefinders need batteries? Do the Red Dot sights ever run out of power? A: It's done. That's what "weapons as entities" system has provided us. We can now require any object to use batteries or have components added to it. Q: Have you thought about implementing a radio system, like ACRE? A: Ideally approaching the ACRE guys and hiring them to do a radio system would be ideal. But this kind of stuff will be later this year. Q: What about side chat? It's useful for building a community instead of server hopping constantly. A: Yes agreed, but I'd love to see the option of an "Out of Character" chat that can be enabled/disabled by admins on the fly. Yes just like in SS13 I shamelessly got the idea from there! It works really well there, at the end of the round or when problem is experienced - admins can enable the OOC chat and talk about it. If folks dont want their immersion broken they can hide the OOC chat all the time. Each attachment will require an engine supported proxy object and we need to get that into the engine ASAP and then start the art pipeline on them. Q: What are your plans for melee weapons? A: We discussed it at lunch today. I favour going in depth "mount and blade" style. But this would take quite a long time, it's something we'd consider later. Initially it will be a tidied up version of what we currently have. There are IK anim issues, but they're not insurmountable. But they take quite a long time, we don't have time I would say for the first half of the year. But more and more I am thinking melee is becoming very important in the new standalone. Q: Will we be able to disassemble weapons? A: There is a finite limit to just how much we can do and not kill performance. On paper I considered this kind of thing, but it requires a considerable amount of extra art work, textures, and materials. More materials is a really GPU performance killers. More materials = more sections (which means more passes by your GPU before it renders to screen). Already attachments are bad enough, we're lucky that zombies have no weapons, and also have just one material (and just one section!). So the weapon attachment system (confirmed, as of today, it's in full development) is kind of a compromise on this. Q: Will Heinz, Pepsi, Coca-Cola etc be in the standalone? A: None of them have returned our calls so I doubt we will see them in game despite our best efforts, unfortunately. We tried pretty hard on this one. It was a tremendous fail, we didn't even get any call backs or replies to emails. I was really hoping we could get something going with Heinz at least. Q: Can you elaborate on what testing will involve? Will there be focussed testing days, do you want normal bug tracking/reporting done or is it more focussed on stability, performance etc. A: kju asked me this the other day. Quite literally, it starts with "does it explode?" Then gets more advanced. At the start we're not even looking for bugs we just want to see if it is physically possible to have a full server, etc... etc... Q: How are zombie spawns going to work? A: We're probably going to spawn all zombies + loot at the start of the mission on the server to decrease lagspikes and to remove the spawning issues we had. This also allows the potential for the whole "roving zombie" crap people keep harping on to me about (seriously, I get facebooked every day with this one request). Q: Doesn't that mean all zombies will eventually be killed? A: The zombies respawn, but it's done at a server level, not client like previously (which was a nightmare). Q: Where is the closed test, is it delayed? A: Closed test? Here's the deal, I wasn't happy with the zombie anims or the pathfinding at all. So redoing for the closed test. Honestly we're pretty close to beginning the closed testing. Today though, I felt the architecture was looking good enough that I increased by optimism about what we could actually test with the closed test, so I figured that I would make the zombie changes part of that milestone. That reflects some serious progress on the part of our programmers, considering in December I was biting my nails with nothing to show for it. It's going to be a "slow and steady" progression from the first online tests outside of the company to everyone around the world playing it. It's not really fair to say it's delayed, it's more that I wasn't happy with the zombie pathing/anims to the point of saying that it would form part of the closed test. Q: Will there be zombie children? A: Looked seriously into this. Aside from the PR nightmare, the killer of the idea was that we would have to make: A new model (not a big deal), a new skeleton (reasonably big deal), new animations for every animation, on the new skeleton (a MAJOR deal. Vast months of work) So the idea just wasn't really feasible. Q: Can we expect underground construction? A: Playing games like SS13 have made me see the real potential of an underground construction instance. So yes, this is something I want to see. Both underground in Cherno and some kind of base building. But we are talking Q4 2013 at best here. Q: Have you considered a whisper type chat for very close range? A: Interesting, I'll include this on the list of our chat revisions. Currently the whiteboard in my office has: Server/OOC chat (clients can hide/server admins can enable/disable live), Direct Chat, Radio Chat (selectable on a frequency e.g. 800 - 1700) and (obviously we leave vehicle chat in) Could maybe look at splitting out Direct Chat. Will investigate. http://www.reddit.co...for_harder_and/ http://www.reddit.com/user/Rocket2guns
  15. Get a private hive, you can customize it how you see fit.
  16. SmashT

    Falsely Global Banned

    The code is the first six digits of your GUID (A one-way hash based on your CD Key). DayZ Staff can not and do not have access to BattlEye global bans, and can not revoke them in any way possible. You MUST contact BattlEye support about any bans issued on you. http://www.battleye.com/support.html
  17. SmashT

    The best place to set a tent...

    Just walk down the south side of Topolka dam into the water close to the wall.
  18. SmashT

    The best place to set a tent...

    I hope not, that's one of the most common places to find camps.
  19. SmashT

    Oculus Rift for SA?

    Rockets commented on how awesome it is a few times, so it will likely be supported at some point. http://dayzmod.com/f...am-with-rocket/ http://www.reddit.co...rom_dayzmod_to/ http://twitter.com/r...707212895031297
  20. SmashT

    Arma Combined Ops or Arma Complete?

    ArmA 3 alpha comes out on the 5th, there is a supporter addition that also includes ArmA X and includes ArmA II and all the DLC's. If you were planning on buying ArmA III anyway then that is a decent offer. http://www.arma3.com/buy Otherwise, you only need ArmA II and Operation Arrowhead for DayZ (together called Combined Operations) British Armed Forces gives you a higher quality ghille suit and camo clothing (It's worth noting that the better looking ghillie suit also makes it slightly more difficult for you to see players wearing it) Private Military Company gives you higher quality survivor and hero skin
  21. Q: How is clothing going to work in regards to Hero/Survivors/Bandits? A: We haven't decided on a final implementation because obviously with the customizable clothing that could throw a spanner in the works as you are forcing someone to wear bandit clothing when they really want to wear a hoodie etc so it's how we implement that. One of the ideas we have thrown around is blood on the hands or clothing. Q: Have you decided if Utes is going to be added and how big is Chernarus+? A: No, there hasn't been a decision made on Utes yet. Chernarus+ is roughly the same size, all of the changes are done within the actual landscape of Chernarus (new areas, balancing existing towns and fixing problems with the existing buildings) Q: Have you ever thought about taking things from Wasteland such as missions? A: We want to have something for players to do as sort of an end game, the problem is how can we do that within server limitations. Wasteland has base building but because that is done above ground it means an ever increasing number of items are saved to the server which eventually starts to lag down the server. It's really how we achieve an end-game without affecting everything else. We have spoken about instanced underground base-building as an idea and that's something we are yet to decide on, so like on Skyrim you've got your main land and when you go into a dungeon there is a separate loading time for that, it's a separate world space which would eliminate the problem with items. That's one idea but it's not something we are going to be looking at until the second half of the year really. Q: Engine optimization - Are you still going to lose a lot of FPS in cities/buildings? A: I would say that the impact is going to be significantly decreased as all the zombies are going to be spawned in at the start now. That's something we have been trialing Which means rather then your client having to spawn them into cities it's done by the server. Q: In the latest mod patch, driving through cities even spawns zombies. Is that something you have been thinking of doing or will all zombies be spawned when the server starts? A: We have not tackled vehicles yet because we want to primarily launch with your character, guns and things so vehicles will probably be in one of the updates after we launch the initial alpha. They might be in for the initial release but that depends on when we do the initial release so it['s not set in stone. As for the lag Zombies in the mod currently use the same skeletons as players, meaning the animations can cause more lag. So we what we have done is redesigned the skeleton so it's more efficient so hopefully that will help with some of those problems. Q: What are you doing to prevent scripters/hackers? A: Currently the two main methods being employed are using VAC, which means they will have to create a new steam account to rebuy the game, the other method is our new client-server architecture which puts more onus on the server to check data rather then it being done by clients. Also, using steam We can also ensure people don't load unverifed files in at the same time. Inevitably though there will always be some hackers in DayZ. Q: Diseases, what are you thinking, what can you catch, how do they transfer etc A: Diseases will be done like they happen in real life to some extent. All diseases start of with what's called a latent reservoir which is where the disease is kept, for example they believe H5N1 (Bird Flu) started off with bats I think, bats/mice/rats/watersources etc. So we can start a virus on one server from one water source, say Cholera. Anyone who uses that water source will have a chance of being infected who can then pass it on to other water sources. They can also infect other players through bodily contact if the virus spreads that way. Even if that player uses medicine to cure it, someone else could go to that latent reservoir and still pick it up and spread it around as well. Q: Are servers going to be connected on a single hive? A: Our intention is to start off with just a public hive and all servers will connect to that and we will see how that goes. Q: Is there no way to get alpha access for the standalone? A: Not at the moment, the alpha codes aren't just alpha copies, they also give you a free copy of the game, they are exactly the same as the copies you will buy on steam so we are giving them to people who have helped out with the mod. Testing at the moment really isn't anything exciting anyway, it involves connect and then disconnecting from a server. Q: You have mentioned the initial version of the game is an alpha and then over time will add more content, is that correct? A: We will be adding regular updates to add or improve things in the game, more weapons, clothing, vehicles, lots of things like that. We will be able to settle down into fairly regular updates once the alpha is released. Q: You have mentioned you are going to focus more on civilian weapons, are you going to spawn with anything or will it be similar to the mod? A: I think the system will still spawn you with very little, as for military weaponry and rifles, there will still be hunting rifles. There may still be sniper rifles I'm not sure which military weapons we are directly keeping though at the moment. All the weapons will be redone so we can improve the sounds/models and things like that. Q: Are heli crashites going to stay in the game, giving players a chance to find high-end military loot? A: As mentioned we want to redo all of the weapons in the game. We have less weapons but with more customization, attachments etc. For example you can have an AK with a fixed stock, skeleton stock, folding stock, grenade launcher, torch, laser, kobra sight etc. So there are more variations for people to swap between rather then two versions of the AK and two versions of the M4. Q: Will you be able to find these attachments? A: Yeh, we haven't decided on the spawn rates yet though, I imagine it would be fairly rare to find scopes but when you find those your weapon becomes more personalised. So there is more likely going to be less 50 calibre rifles and more bolt action, semi automatic rifles and handguns etc. As we said all the magazines now store information on then, so you could find an magazine with 2 bullets in it or you can empty bullets out of one. As to how far we go with that is something that we hasn't been finally decided. I'd like to see you be able to take every bullet out of a magazine except for one so someone can see the magazine, picks it up and then finds out there is only one bullet. We want to be fairly intuitive with that for example you can share 9mm bullets between guns that use the same calibre. Q: Will zombies be a real threat so you can't just hide in a bush and they disappear? A: It depends on what improvements we can make to the AI and how many zombies we can spawn in on the server so I'd say it's best to wait and see for that one.
  22. SmashT

    Steam moderator

    No idea who moderates steam hubs, I always assumed it was steam until that other game had mods deleting all negative feedback from their one. I pretty much avoid them as they make me cringe reading some of the posts there, much preferred the old steam forums but I suppose they outgrew them. Guides are quite good though.
  23. SmashT

    DayZ Devblog 22nd February 2013

    That horse is giving me the eye.
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