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First of all, hello devs and hi to the community :) ! I would like to share my suggestions and ideas to the dev team, I really appreciate all your work and it's honestly the best online game ever and it would be even more perfect with some features/addons in the future: 1. Base building/Barricading: For me keep in mind there needs to be a BALANCE. For example: A survivor shouldn't be able to build a base in military bases or in towns and villages... Imagine the balance when a squad builds a base in the airfield and no one can loot it... Also base building shouldn't be easy to make, it should be hard. Maybe wooden base is something easy to make but also easy to destroy. And also no base should be 100% secure ;) maybe the heavy reinforced metal bases should be only taken down by RPG's or explosives which are very rare etc... something in that way :)! 2. PVE, environment: The environment should be more active, adding MORE players, infected, animals,animal predators and more wrecks of vehicles with smoke/dead bodies of infected/humans(soldiers). with items to loot of course. the helicrashes are a good example. Maybe adding infected hordes which are moving through forests/chernarus ... (or AI missions like Arma 3 Wasteland). From my point of view these things make the environment of dayz more active and living. 3. Loot quantity/economy: loot economy should work cleanly... that would be nice. I think there should be alot of vehicles, but a bit difficult to fix them. For example: Hummingbird is very very rare and ground vehicles easy to find. If there are many surivors and many bases with vehicles how much vehicles should respawn for freshspawns or what if some are destroyed etc... all these things are important to the balance... In general the loot shouldn't be easy but also not too much ultra hardcore. For example, survivor A was in elektro and he gained all the loot, while 10 mins later survivor B spawned at elektro and doesn't find any loot... would be nice to make the loot places refreshed when survivors are near etc... but I know thats already a feature of the loot economy, maybe making the economy function better. 4. Communication: survivors should use more walkie talkies, or some features regarding to altar station etc... there needs to be more active communication between survivors. but to this part i dont have alot of ideas... 5. Infected: Make them very strong, maybe adding a virus when you get hit too many times, it should be hard to survive against infected or against the general environment of chernarus(as I mentioned predators). The predators have to be almost everywhere (maybe in the cities). And not only like the wolfs just the hole nordern and western part of chernarus. But also here it goes to a positive direction :)! I hope you devs are in the same opinion in some ideas above... For me all these things make dayz much more immersive and that would also call alot of players back! I really see a good future of DayZ and I wish the playercount will be high as it was in the good DayZ golden age :) Just keep up the great work devs, you make a very good job and don't forget we all love you ! <3 CHEERS AND HAVE A NICE WEEK ! :)
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Not sure If anyone else is keeping track of the 0.63 checklist, but I thought it'd be nice to have a quick reference. I'll try to keep this up to date :) Monday, March 19 - Hit reactions -> Ready for Exp Friday, March 23 - Camera collisions -> Ready for Exp Wednesday, March 28 - No changes Wednesday, April 11 - No Changes "As a result of our internal playtests, most of our staff is now fixing critical crashes and bugs that will get us to a version stable enough for public Stress Tests. Developers currently not assigned to these important tasks are working on their goals for further releases (mainly the vehicles and infected as features). The feature that will be next marked as "ready for experimental" in the near future is jump, as we are in a process of creating data for that right now. If there are any good news and progress before the first Stress Tests happen, we will definitely share them here." Tuesday, April 17 - No Changes "Nothing specific has changed from the last team, the dev team is working on tweaking of existing features and getting rid of crashes so that we can start our first Stress Tests." Friday, April 27 - No changes. Thursday, May 17 - AI - Infected - Stealth -> Ready for Exp Thursday, May 17? - Infected - Advanced combat -> Ready for exp Monday, June 04 - New player character - Melee -> Ready for Exp What's left? Vaulting Jumping Melee Evades Blocks Camera Camera Collisions Character Representation Hit Reactions Unconscious States Player Audio Infected Stealth Advanced combat Expanded behaviour Improved movement Main Menu Character Selection Option Screens
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Some questions to the devs regarding the content shown in the stream
Mantasisg replied to exwoll's topic in General Discussion
Yes, perhaps there is a bit of enthusiasm, but not much. Most of it probably is because finally the day is comming when you will not have to work on this same DayZ stuff over and over again. Perhaps finally will be able to do something entirelly different, or just quit this sinking ship. And how it can be personal, is their team a person ? I just was expecting a game, not a we redid this, we redone that. It is great personal achievements I believe, congrats, hard work kool. But why I should be happy if I hardly see anything significantly better, if better. And how it should make me happy if I see none of the stuff being addressed to gameplay. I don't care what has been done if nothing seems to add up to gameplay, I think we should be glad if it doesn't take away by this point. Seems to me like DayZ is more like a sandbox for developers, not a meant to play sandbox game. If not its past greatness, NO ONE would care already. Because they just aren't making anything to contribute for actual gameplay. I haven't seen anything in a stream what is not in now. Just redone stuff. Organise a stream with a proper gameplay in a full 100+ people server, with vehicles, zombies, predators, night and rain and more.... Play something like a survivor games or something.... Invite some streamers like Puhdado, Patriot, Dimitri, Moon, Kiwo, Lirik, Runningman, and more Do Not invite TopeREKT... Make it all natural unscripted with real fights and converstions, real struggle. Show what DayZ is about. But what I see is air punching, rolling on the ground forever, struggling to shoot down a hen, aiming for headshot for a minute and not making it, randomly running like it shows anything. And I am not surprised that at the end the game has no play. After all the great stuff, all epic teasers such as planes, helicopters, bikes, for example.... We see weird melee fight, some new animations, climbing the ladders masterpiece, new UI once again, modified controller - which you can't really show, just try. And nothing else. How should I feel after all the wait, and teasers ? :) Oh well it all will come in a rate of DAYS after 0.63 will hit stable, and yes it has to hit stable at first, I don't believe it hits stable this year. Years of majorly disappointing game will turn into something everyone believed in a few months. Yes sure. -
0.63 Developer Live Stream - 14th March 2018
Dancing.Russian.Man replied to Baty Alquawen's topic in News & Announcements
Here's a recap, similar to the ones I've posted before on Steam: (It's nothing official, just some personal paraphrased notes.) Official VOD on Youtube. 0:58 - Stream starts 2:20 - "What is the biggest change compared to 0.62?" (Discussion about the stamina system) 6:05 - "Importantly, the first 0.63 experimental update won't have vehicles, but the stamina system will probably change when they come." 7:05 - "Currently the jogging speed is around 15kmh (9.3mph) which is quite fast, and the sprint is around 24kmh (15mph)." 7:40 - "The difference in travel time from Elektro to NWAF with the new stamina system is about 8-10 minutes." 8:08 - "What are the differences between 0.63 Exp, 0.63 Stable, and 1.0? What happens during those phases?" 10:28 - "And just to remind everybody, we still want to reach the Beta and 1.0 this year." 10:52 - "What has changed about hunting/skinning?" 12:00 - (Bloody hands are shown) 12:45 - "User actions are now shown with a time indicator. There are two kinds of actions, single-use and continuous actions." 13:30 - (Character is shown eating while moving around) 14:30 - (Discussion about the food/energy and blood/health systems) 19:50 - (Discussion about the character controller) 21:40 - (One of the tourist trail maps is shown.) 21:50 - (Discussion about the naked-eye zoom) 22:45 - "The zoom is only available when your weapon is lowered." 24:25 - "What other major gameplay changes are there?" 24:50 - (Discussion about the reloading mechanics) 28:47 - "Baty found an ambiently spawned stone. No more texture spamming!" 29:10 - "The CLE spawns stones, apples, and later maybe stuff like mushrooms, sticks, fruits, and plants." 30:05 - (Plastic bananas worn in chest holsters is mentioned.) 31:00 - (Discussion about the hotbar/quickbar/quickslots) 33:55 - "We tried spawning apples on the trees, but it didn't look good because of the tree movement. Spawning on ground is fine and much better than before." 34:58 - (Discussion about very old bugs like breaking legs on stairs) 36:00 - "Now the synchronization is much better and the new character controller uses proper physics." 36:26 - "The rewrite of all this tech to get rid of these rooted issues is the reason why you guys have been waiting for so long." 38:20 - (Discussion about the melee combat system) 39:10 - "We had combo attacks before, now we have separate light and heavy attacks." 41:20 - (Discussion about weapon sway) 42:00 - (FNX sway/recoil and holding breath is shown.) 44:25 - (Discussion about gestures) 49:00 - (Discussion about prone animations and aiming) 50:05 - (New crouch pose/animations are shown.) 51:05 - "It may not show in the video, but the new character controls very differently from what you're used to. You won't want to go back." 51:45 - (Animation interruption is demonstrated with stance-switching.) 52:30 - (Short drop animation is shown.) 52:50 - "What other systems benefit from the new animation system?" (Continued discussion.) 56:05 - "Yes, we are using inverse-kinematics on hands and feet." (Continued discussion.) 59:30 - (Discussion about ladder animations) 1:01:20 - "We are working on climbing obstacles." 1:02:11 - "There will be jumping, climbing over, and climbing onto obstacles." 1:02:58 - "How are we going to solve zig-zagging?" 1:04:50 - (Injured animations are shown.) 1:07:50 - (Swimming animations are shown.) 1:09:06 - (Long drop and more injured animations are shown.) 1:11:50 - "We're working on facial animations and gestures, but the in-game heads are not ready for it yet." 1:12:45 - "Throwing is still going to be possible, but not in the first 0.63 Exp update." 1:17:30 - "Eugen, what's the most important thing you want to say about the new update?" 1:20:50 - "All of the HUDs can be hidden." 1:23:05 - "As soon as you fire your weapon in a city, you can easily get overwhelmed by zombies. Zombies are really hard right now." 1:25:55 - (Discussion about release goals) 1:27:20 - "We're going to scale up, meaning we're going to start with stress tests for a couple hours here and there." 1:28:55 - "After 0.63 Exp is first live, meaning we're using a lot of our servers to allow people to get in for a few hours, we're going to take in the feedback and do small iterations and update as soon as possible. After the stability of the server and the client are alright, we're going to keep it live for everyone to play. Once the update is live, we're going to allow server owners to switch their server to the experimental 0.63 version." 1:30:40 - "Will we be able to rotate items in our backpacks?" (Yes!) 1:31:05 - (Discussion about bayonets and player freedom) 1:32:20 - (Discussion about client and server performance, specs) 1:34:05 - "We're looking into those stress tests to figure out the limits for player numbers, zombies, etc." 1:34:35 - (Discussion about modding) 1:36:10 - (Discussion about lack of updates, communication, feedback) 1:42:15 - "What are we going to do about the gamma settings?" 1:44:55 - "Thanks to the game engine, we actually have a very playable console version right now." 1:48:40 - "Weapon scopes are not going to be in the first experimental update. Why is that?" 1:53:30 - (Discussion about the process of balancing things with development in mind) 1:56:50 - "How are we going to approach cheaters and hackers in the game?" 1:59:00 - (Discussion about audio) 2:02:55 - "Client-side performance is better than it was." 2:05:35 - "Battle Royale is popular. What are we doing with Survivor Gamez?" 2:08:45 - "How far are we from releasing 0.63 Exp?" 2:11:05 - "We're weeks away from experimental." There.- 92 replies
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0.63 Developer Live Stream - 14th March 2018
☣BioHaze☣ replied to Baty Alquawen's topic in News & Announcements
Furthermore, I would like all character running/jogging slowed down even further once vehicles are properly implemented. The more we have to sacrifice to make gains, the more those gains have meaning. If getting to Tisy on foot takes you 3 play sessions over as many days, you will cherish the loot you find there. This will also have the effect of making the map feel bigger again. The best games reward the difficult paths. If 2 infected are deadly, you will move slower, and with more stealth. If it took you a week to get a car running, you will guard it with your life. I find most shooters repetitive and uninspired games. I lose any empathy with the character when I can just respawn with no penalties or build up of my characters gear. Honestly, I hardly consider people who play only shooters gamers. DayZ gives me a reason to carry a gun in a game. DayZ makes me want to keep my character alive as long as possible. You cannot deny the visceral thrill that DayZ provides that no other game can. This is mostly due to the efforts you must make to build up and sustain your character and the more work that involves, the deeper the connection. -
DayZRP.com - the largest DayZ role playing community! [online since 2012, 19000+ whitelisted members, over 1.8 million posts on our forums]
ElRolle replied to ElRolle's topic in Servers
Bump, we're still the largest, despite all setbacks with development and all naysayers claiming the community is dying! Here's our latest newsletter that was sent out to all DayZRP members, check it out! ===== Welcome to another newsletter from DayZRP! Despite slow game development, the server activity in our community is still well and we are hovering above 300 unique players who play on our server every week. We are able to get a full server most days, with peak numbers around evening server time (UTC). It's great to know that despite all the setbacks with development, existing limitations of the game, other game releases and steadily declining DayZ playerbase population some people still stick with us to get that unique role playing experience in DayZ. We've recently made some changes in the rules and the community to spice things up a little, and do things a little differently. Here are some highlights of these changes that we think you might be interested in. Happy reading! --- GROUP CHANGES We have decided to make a line of changes to the way groups work on DayZRP. All groups must now define a set of achievable goals, this is to help with group stagnation and define a clear purpose of the group and how the group progresses through their role play. This should also give groups incentive to create ambitious goals that may affect not only their own group but also the larger population on the server. We have also decided to remove the dynamic groups from the server and limit the kill right sharing to established, staff approved groups only. This has several reasons: It prevents and helps to quickly pinpoint rule breaks related to unnecessary hostilities and invalid reason for initiations. Dynamic groups have often been used to play as PvP groups which have no role play related goals, cannot be easily tracked or monitored, could not be held responsible or would not face consequences of their actions in game, had no leader, contact person, official thread or presence on the forums which made it extremely difficult to prevent this kind of PvP gameplay. It allows the staff team to balance power on the server, by keeping a ratio of hostile vs friendly groups to a reasonable level and more closely monitor groups progress. It gives incentive to players to create larger official groups. Looking back it is these large official groups that have always been the ones to affect the lore and drive the storyline on the server and we would like to see that happening again. LIST OF OFFICIAL GROUPS KEEPS GROWING This change means that players who are not members of an official group do not share kill rights with each other. They are effectively considered individual units that must gain kill rights on their own, through for example an own initiation. This may sound a little complicated to begin with, but we hope that players will quickly adjust to this change and we've already seen an increased interest in creating new official groups. Read more... --- OTHER RULE ADJUSTMENTS We have also made changes to other rules, although not as drastic as the ones for groups: All hostile players must now be able to justify being hostile through role play. It is not a valid reason to be hostile or attack other players because your character or group story on the forums says so. All hostilities must have origin from actual role play, be it in game or radio chat. Events are now protected from 3rd party hostile initiations, sabotage and disruptions. You may not attack an official event unless given permission by the event organizer. This is due the amount of events that have been "crashed" and never completed because they were attacked by bandit groups. Griefing rule has been added, to make it clear destroying other peoples camps, containers or vehicles without a in character justification is not allowed. Read more... --- 0.63 HYPE DayZ new patch - 0.63 which will put the game into beta is just around the corner. We are all eagerly waiting to get our hands on it and lots of community members are patiently waiting to get back into DayZ once the patch releases. We hope that is will be released within a few months. Unfortunately we won't be getting any base building, new vehicles or anything like that in this new patch, it's more of a technology update and most of the actual content will follow in subsequent beta patches. It is however a large step that will change how the game feels and plays and will allow for more frequent new content and features deployed in the future! Read more... --- RADIO CHAT NOW PUBLIC Radio chat rules have also changed. We have disabled the ability to create private radio conversations on public radio chat forum. It was strange to have publicly visible information like that and not allow most people to use or react to it. All threads in radio chat are now considered public broadcasts and all characters may respond and use the information in these conversations in game. Also, only active players may use the radio chat section of the forums. If you haven't played for at least an hour in the last 7 days, you won't be able to create new threads or reply in radio chat section. Once you have the required time played, the permission to do so will automatically switch on. This is to prevent people who don't play the game from replying as radio warriors and whose characters cannot really face any consequences as they do not appear in game. RADIO CHATTER IS NOW ALL PUBLIC. GET IMMERSED. We advise players who still want to hold private radio chat conversations to use our PM system. It is private and allows adding up to 10 members to a single conversation which works similarly to a thread. Read more... -- DISCONTINUED FEATURES As you may remember, in the last newsletter we announced a new Promotion feature, where you could earn points for recruiting new members, spreading the word about DayZRP etc. Then these points could be exchanged for Premium ranks. With sadness we must announce that the system has been discontinued, due to low participation and no noticeable increase of new members or engagement. If you still have points that you haven't converted to account credit, you can still do so now on the Promotion page. We have also discontinued our safe zone concept. It has been removed from the game due to low popularity of the hotspot. Players and groups have taken upon themselves to create new hotspots, like pubs or camps. Character damage has been disabled because of a limitation on our server access by the game developers. Of unknown reasons, DayZ developers have told all game server providers to disable access to server logs for server owners through FTP. Access to logs through FTP allowed us to automatically fetch and analyze server logs for kill an death statistics, character damage system and log archival. All of these things are no longer possible. Read more... and more... and more... --- PLAYER COUNCIL SOON? Recently an idea was suggested to create a group of players who would represent interests of the larger playerbase and bring them forward and discuss them in meetings with the staff team. Thus, the idea was refined to concept where all official group leaders would automatically be members of this player council and represent interests of their group and general player population, suggesting changes and improvements to the community in refined meetings with clear agenda and every speaker having an assigned time to talk. We believe this will be much more constructive and productive than the large community meetings we have used to do, where 80+ people tried to talk over each other. A prototype Council page has been created that showcases this idea and how it might look like once implemented. We are still ironing out the details, as the group changes have happened very recently, but you can expect this to go live in the near future. Read more... --- That's all updates we have for this time. If you wish to start role playing in DayZ again after a long break, visit our website, get updated with the new rules and start playing! If you have any questions, don't hesitate to create a thread in the question forums, we have lots of active members who often respond within minutes! See you in Chernarus! Rolle www.dayzrp.com -
Great question, when i tried to do the arma 3 exile mod i tried to reduce it for 1 every max sectors. It wasn't the same as dayz. Fix and repair. I know you guys have an arma 3 server rolling so how many vehicles do you have populating the server? HIHB server can reduce the numbers, and force the players into a more walking sim, then again it depends on how you guys want it to go like., More survival, or more mixed? Your vision may come true depending on how you lay out the server. Doesn't have to be Arma 3 all over. In time i bet arma 4 will be out, maybe not who knows how bi will go now.
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I'm late to the party, as usual. But I'd like to say that I am a little concerned about how modding will splinter up players. I'm hoping we see more original ideas for modding and not the usual vehicles every 10 feet on the coast and mil tents with good loot everywhere. I'm hoping we see more variety than that. I just wonder how many private servers are going to start catering to the PvP crowd immediately???
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No problem at all, just trying to do my best to get rid of the confusion to make them aware how important this list is to give an indication how far you guys are. :) The 0.63 Experimental update is not about content, it's about getting the systems in place to build the content upon. You can basically compare it to building an house. They are busy on the outside of the house (roof, walls, foundation, etc.). After this they can start on the decorating (windows, furniture, doors, etc.). Gradually we will see these systems getting completed and we'll start receiving the content like base building, vehicles and all of the other goodies. Like @RaptorM60 already mentioned, there might not be a lot of new interesting content in the first build of 0.63 Experimental but the game will feel and play very differently. Although the setting will still be the same (Chernarus), your first reaction will probably be "What the hell, is DayZ?", trust me on this one. The sooner you understand the significance of this update and the underlying thought, the sooner your complete picture of DayZ will be clear. I know it sucks that the game gets stale at some point currently. It's also the reason why I'm on a break from the game currently, but I'll definitely check out 0.63 the moment it gets out. We just need to have patience and trust and let the developers do their thing, even though that is hard or sounds hard. In the end, your patience will we rewarded with not only a great game but also a great platform to expand upon with modding.
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0.63 Experimental Release Check list
captainvette2112 replied to Baty Alquawen's topic in News & Announcements
I get it...... but my only point when talking about the lack of Base Building and Vehicles was...... with the exception of #1. Prone 360 Aim, #2. Injury, and #3. Stamina, what is there in that list that is in anyway exciting or that will radically change/improve gameplay? Im not trying to be difficult or a dick... I just dont get the hype. They demoed 0.63 7 months ago at Gamescom and since then THIS list of total filler fluff is the culmination of 5 years of Alpha marking the official Dayz Beta ??? With promises of updates to follow?? Its ridiculous. And its not even the DEVs being ridiculous because frankly I dont expect anything from this game anymore.. its the community. The internet blows up with Dayz Hype cause of this update and THIS is it ???? Ladder climbing, disease, and swimming..... I mean I guess if you feed starving people a cracker they will freak out too. -
0.63 Experimental Release Check list
amadieus replied to Baty Alquawen's topic in News & Announcements
Vehicles and Bases will be released during one of the experimental patches if I am correct. At least basebuilding will come later during the experimental phase just like the stuff they postponed now. Exactly this. Stuff like scopes and leaning probably will come in like a month later after the initial release. It is experimental after all. -
0.63 Experimental Release Check list
THEGordonFreeman replied to Baty Alquawen's topic in News & Announcements
@Raptor (DayZ) I understand what you are saying. Based on your answer, I would revise my suggestion to just removing the POSTPONE tag altogether. You can leave something TODO, the POSTPONE tag is simply unnecessary. There's nothing in your list about BASE BUILDING or VEHICLES. In the Jan 30th Status Report, they said work on vehicles was happening again. Nothing in this list about Vehicles. My point is that POSTPONE causes confusion, why not remove it when there are missing things from this list anyway. if the purpose of the list is to showcase what is being worked on for an Experimental Release... showing postponed items is clearly confusing as they won't be in the release, and the list is missing items anyway. Other than that, I am so grateful you guys have done this. All I'm asking is that the list be clarified a bit, either put all the items on it, and use TODO, or leave the items off that won't be in a particular release and get rid of POSTPONE. Thanks RAPTOR for all you do! -
0.63 Experimental Release Check list
exacomvm replied to Baty Alquawen's topic in News & Announcements
Well there's alot of truth in ur message, but no one ever said that dayz team works or worked on DayZ, they just developing the new engine which is required for all the new features that dayz will have including vehicles, base building etc and dropping them into the DayZ Standalone. ( mby like 20% working on dayz 80% on engine, if it was full force for dayz, the dayz would be like 1.3 now ) Actually there's also many dayz players on modded servers ( not visible to gametracker etc ) , today it was 3200~ players online at the same time. Vehicles/Bases is top priority ofc, but im not sure if thats the easiest task for them, if they would add it to .63 experimental, then we would have to wait end of 2018 to test the .63 etc. -
0.63 Experimental Release Check list
exacomvm replied to Baty Alquawen's topic in News & Announcements
Go play Arma 3 Exile.. Base Building and Vehicles wont revive this game, look at DayZ mods.. they're more dead than Standalone.. 200 players online.. okay max 350, but usually if you're lucky u can find 1 full server in Arma 3 even it has base building and working vehicles. DayZ SA needs to be full survival game with all possible realistic features, Mod was fun 5years ago but it was always crap compared to what DayZ SA achieved with diseases and all that "unnecessary" stuff and no surprise why DayZ is dead atm. Standalone 1.0 is the last chance for DayZ.. -
0.63 Experimental Release Check list
captainvette2112 replied to Baty Alquawen's topic in News & Announcements
i cant help but notice that BASE BUILDING and VEHICLES are not mentioned anywhere on that list.... This is why Dayz Standalone is DEAD. This is why MORE people are still playing the MODS than Standalone. No one gives a damn about Ladder Climbing, Falling, Swimming, Diseases, Enhanced Melee Combat, New Reloading Animations, Animal Herding...... ok maybe I shouldn't say no one.... 98.5% of the people dont give a damn about any of that crap. There is a reason people prefer the clunkier, uglier, glitcher, MOD version of this game..... End Game CONTENT!!! Devs... if you want to actually save this trainwreck disaster of a game from its death bed..... repeat after me..... BASE BUILDING and VEHICLES, BASE BUILDING and VEHICLES, BASE BUILDING and VEHICLES, BASE BUILDING and VEHICLES, BASE BUILDING and VEHICLES. So keep polishing your turd and call me when you have BASE BUILDING and VEHICLES. -
The =UN= Community Server| Hardcore PVP|RP Encouraged| Huge Trade Center
DR. IRISHMIKE replied to DR. IRISHMIKE's topic in Server Advertisement
The Cannibals Clan is led by the "Cannibal King" and "Cannibal Queen" and is one of our larger RP & PVP groups. They have a large base somewhere along the Southern Coast and prey on all players that roam in their area, including Bambies. Be careful as they do play with their food. =UN= Brief concerning the Cannibals and the Cannibal King Clan type: Chase. Hunt. Kill. Eat. What we know about the Cannibal Clan: The Cannibals are nomadic and could turn up anywhere on the map, but seem to prefer preying on survivors in the North in large cities or on the coastal regions. They will not only use bladed weapons, but also sticks, spears, and all gun types. The Cannibals will also use deceit as a primary weapon, pretending to befriend survivors until a vulnerable moment presents itself. They ultimately do not care if the =UN= is in power, so long and they are left alone to feed. They have some structure within their own community, but it is completely a mystery as to what that structure is or what their goals are beyond feeding. The first documented Cannibal was a survivor known as the Cannibal King. He was originally imprisoned on Prison Island and held there after being captured by Security Forces for cannibalistic activities after the Apocalypse started. Zombie attacks on the island eventually wiped out the guard population, and somehow the Cannibal King escaped his cell amid the chaos. Rather than freeing all of his cellmates, He selected the Alpha's in the group and they lived on the island for the better part of a year eating the rest of the prison population. Eventually, the Cannibals left the island when their food ran out and began preying on inland survivors. Analysis: The Cannibals have transformed into an almost zombie like humanoid themselves and seem to be focused on gathering members and feeding. The Cannibals will be heard giggling and crying when they are close to a feeding frenzy. Analysis: It is believed that while cunning and deceptive, the cannibals eventually can't contain their excitement to feed. Science has revealed that they do in fact have a brain disorder that has been caused by their diet of human flesh and other raw meats. It is possible the Cannibals actually have a facility where Survivors are locked up and kept there for meals during times the group goes into hiding. Analysis: Studies reveal the clan is Cultist in nature and may go into hiding during periods of rituals and other dark ceremonies. Human sacrifice is a possibility and cannibalism is 100% certainty. The Cannibals do have a recruiting process, but it is entirely random and unknown why they eat so many and then spare others and bring them into the Cannibal fold. Analysis: It could be an article of clothing, mannerism, speech, or other trigger that hold the Cannibals off from feeding when they recruit members into their fold. Reports indicate that the cannibals are growing at an alarming rate. The =UN= has an ongoing investigation on reports that the Cannibal clan is much more sophisticated than originally documented. Reports of weapons caches, organized bases, and group alliance with other Clans are now deemed as possible scenarios. Cannibals recently have been observed attacking vehicles and other travelling groups. The Cannibals hunt primarily on the coast between Svetlo and Cherno and will go out solo, in small groups, or in a large horde. The Cannibals may pretend to be Zombies, or Bambi's that try to befriend you before waiting for that vulnerable moment to kill and eat you. Intel has revealed that there is also a "Cannibal Queen." -
BioHaze ^^ its @Espa 's Quote But...the devs tell us the program-technic for "2 wheel vehicles" come after 1.0 Source... hm first SR 2018 .. or dez. 2017 ?? .. sry no power left for search.
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Dude, I'm pretty sure motorcycle and bicycle was taken off the list of vehicles due to difficulties in creating quality 2 wheeled vehicles. They also said no pickup truck.... Correct me if I'm wrong.
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Things are looking crisp AF. Super excited to get my hands on in this in the next weeks/months/whenever you're done! Stick to the hard duty and it'll pay off. . Definitely feeling like it's much much closer than ever before. Happy about everything so far! I would like to hear if Vehicle Aim-Spaces were still going to be introduced in BETA or after. Along with that, would it be possible for us to see some of the new vehicles in action? *Cough* Motorcycle *Cough*
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Two weeks have passed, and we're bringing you the latest progress from the Dev Team - the usual setup got a bit of a twist with Eugen traveling this week, but we've got a whole lot of news nevertheless! Let's keep it short, and do some reading, survivors! It's good for you. Contents This Week Dev Update/Martin Dev Update/Peter Dev Update/Viktor Dev Update/Adam Dev Update/Filip Community Spotlight Dev Update/Martin Hello everyone! As Eugen is traveling this week, it's my turn to contribute to the Status Report (after quite some time), and provide some summary of the past two weeks in the DayZ Dev Team. With February in full swing, we're approaching the moment where with each week, the 0.63 experimental release is becoming more and more likely. We're about to start team-wide play-tests to get our internal servers as full as possible in order to get proper data on server synchronization and performance. With that said, there are still elementary parts (like swimming and vaulting) of the game that are very much work in progress, and for that reason, we are still not feeling very comfortable talking about any potential 0.63 Experimental release dates publicly. Considering some feedback we got under the last Status Report on Twitter, we've been looking ways how to still communicate the state of things more clearly, potentially as a progressively updated online task list. Together with Eugen and Baty, we've compiled a to-do list of sorts (basically our Experimental goals from the BETA Status Report) where we want to provide a simple overview of the current state of each key part of the 0.63 update. We'll check if and how we can publish it (we still need to work out some specifics with our team leads, also during the play-tests I mentioned), but suffice to say - there is a lot of work in progress, and less things that we would already be able to tick off as "ready for Experimental". While we don't want to give in to some unnecessary rush, there is also the other side of things that kind of makes us want to progress towards the 0.63 Experimental PC release as fast as possible. Our release schedule for this year is pretty tight. The main goal is to have the PC BETA and 1.0 all happen in 2018, and we're also getting much closer to bringing DayZ to console players. Our good relationship with both Sony and Microsoft opens interesting opportunities for cooperation, and since we've always had our focus aimed at the existing PC community of players first and foremost, it's in our own best interest to bring you solid PC releases ASAP so that we can also satisfy the large audience waiting for DayZ on consoles. Despite the not-so-huge amount of work going into our console builds of the game, we're basically able to run our regular PC 0.63 builds on both consoles with no major issues in gameplay or performance, and so the progress towards PC releases of 0.63 Experimental and Stable is critical also from this point of view - not only we really want you to have something to play already, we also want to grow our community further. Let's see how that works - we'll keep you posted! Meanwhile, see you in Chernarus! (Or on the forums, social media channels, and Reddit!) - Martin Čulák / Brand & PR Manager Dev Update/Peter Our first working implementation of the new melee combat looked great, especially with predefined combos chained by attacks flying through the air. However, after applying a rule set to it and passing some internal play-tests, we have confirmed that it would be really hard to wrap our intentions of melee combat around these predefined combo attacks. As gameplay is the most important thing in DayZ, I don’t want to compromise on possibilities. Ideally, players should be always able to choose which attack option at hand they can use. Considering that predefined combo chains were composed of different attack types, players were not able to choose between light and heavy attack types. Since their order was firmly determined, it made melee combat feel like something that's a bit out of your hands, which made it less interesting in the end. We have decided to try one more prototype, in which the player is able to freely choose which attack to perform - a light or a heavy one. Immediately after the first play-test run, it was clear that’s the right direction to make the melee combat more "controllable". We will continue to iterate and improve the melee so that we finally arrive at the final implementation. It's safe to say that despite the shift from predefined combos, the new melee combat will still maintain visual variety in terms of movement, as there are still attack variations from both the left and the right side, and for both light and heavy attack types. These variants are seamlessly blended together, creating a continuous flow of attacks that simply looks nice. The infected AI that you know well from 0.62 and older versions of DayZ was kind of always limited, and it never met our expectations, nor came close to the behaviours we defined in the design team. Currently, the infected AI is being heavily re-worked, incorporating the new animation system. We are cooperating closely with our programming team to achieve all the intended features. The primary goal is to make the infected feel better on every level you can imagine. May it be more clever use of sensors to strengthen stealth, luring and aggro, adding search behaviour around the last known position of their target, or simply much improved readability of infected AI, utilising transitions like lost interest, target confirmed or target lost between their states. There are some significant changes coming to their melee combat as well, with jumping attacks making a comeback. Don't end up feeding yourself to the infected... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor Hi everyone. The entire team is still really busy implementing the remaining parts of our animation system overhaul, so today, I would like to at least quickly share with you a couple of fresh GIFs from the development. After receiving the implementation of the new ladder climbing from our programmers, we are currently applying some final touches to ladder animations and behaviour. We're finally able to enter/exit the ladders in a rather smooth way, and also climb and even slide down the ladder. There's still some polish and fine-tuning to do before we can make ladders experimental ready, but we're getting there! The team is also busy with weapons, player turn animations and unconscious animations: - Viktor Kostik / Lead Animator Dev Update/Adam In this Status Report, I would like to talk about another map feature of the upcoming 0.63 update - Tourist Trails. The Chernarussian Tourist Club (also known short as КЧТ) is responsible for a wide network of the tourist trails in the Republic of Chernarus. In South Zagoria (province of Chernarus that we have in DayZ), they maintain roughly 200 kilometers of tourist trails. From the northern border mountains, through the central fields to the important destinations in coastal towns. Connecting many of the historic and natural landmarks, but also showing perhaps not often visited places in South Zagoria. All that to make your travels easier and safer. The idea of having the tourist trails on Chernarus has been floating around since early Arma 2 days. It was brought up again at the start of DayZ development with more details fleshed out. But given the rapid iterations on Chernarus+ map, it was not really feasible to start with the actual implementation until the map was in a more stable state. With the release of the update 0.62 (which introduced a total vegetation overhaul along with the western border rework), we felt that the map has finally reached a somewhat stable state that would allow us to finally return to the idea of tourist trails. We have re-visited the original plans, made several improvements and re-designed the planned trail network to support all the map changes that happened over past couple of years. A result of this task is an overwhelming, 200 kilometer long trail network - so what helped us getting there? 4 different color markings to mark the trails you will find these on trees, rocks, poles,... in real life, you would also find arrow versions of these markings, but to avoid too much duplication in data, we had to design every hard turn of the trail without the arrow markings. 93 custom directional crossroad signs tailored for each trail crossroad, any important place (stops), and for the start/end of each trail crossroad signs contain the local name and mark the crossroad's elevation above sea level (in meters) individual plates cover every possible direction you can take, along with the travel distance (in kilometers) to three following crossroad/directional/trail signs same as traffic directional signs and settlements signs, everything on these plates is written in Russian (Cyrillic) 2 types of the actual path models for the trails we use these models when the trail goes through the meadows, fields, and forests roughly 60% of the whole trail network is covered by these models - because as in real life, trails are also using the existing road network (excluding major roads so tourists are not in a danger of a serious car accident) 2 types of tourist shelters to make bigger trail crossroads more interesting and believable brand new assets that serve as shelter for players during rainy weather, or when you just want to get a bit of a rest before continuing your journey In addition to these, we also have one other supporting asset that may or may not make it into 0.63: Map stands in real life, these are present mostly on major trail crossroads in order to help tourists to get a bigger picture and plan their trip we've got several prototypes so far, but still ironing out the best shape, size and the map coverage (if it will be the entire map or, for example, quarters) there will be a "you are here" sign on the map to help you pinpoint your current location Overall, tourist trails gave us a nice opportunity to improve our landscape - many improvements were done to it while the network itself was worked on. Additionally, it also gave us an opportunity to revisit all the locations names and make them actually visible directly within the environment. We hope that they will prove to be a useful feature when navigating through our 225 square kilometers of environment, and that you will have great encounters with other like-minded survivors there. We certainly enjoyed building the network and we hope that we will meet some of you there when this feature hits the live servers! - Adam Franců / Map Designer Dev Update/Filip Hi everyone! Over the course of the past two weeks, we continued our work on footsteps and cloth rustle sounds. It's kind of a tedious work because we have to implement these sounds into all animations - and the number of animations in DayZ is pretty overwhelming :). Another big task ahead of us is represented by an update of ambient sounds. We intend to create a more dynamic and realistic soundscape than before. We do not want to relate only upon flat 2D ambient sounds, but rather want to use as many positional sounds as the audio engine will allow us to have. Within the next couple of weeks, we will see how far we can push it! - Filip Čenžák / Sound Designer Community Spotlight Hello Survivors! I would like to start a new tradition - answering some of the community's most asked questions in every Status Report and post it to a special thread on our official forums. So, let's check out what you want to know: Will DayZ be released on consoles? Yes, Xbox One version will be out this year in the Xbox Game Preview program. We are also working on a PlayStation 4 version and want to provide more details about that soon! Can you give us some modding tools already, goddamnit?! Not right now, we can't. There are ultimately two main reasons for that: we're simply not ready to legitimately support modding until we have a solid foundation in what is a game functional on an elementary level. We also need that game to be in YOUR hands and we need you to be able to run your own servers. That will not happen before 0.63 hits Stable. In addition to that, we're also still evaluating how far along will DayZ be moddable, and how we can best support modders with all the necessary modding tools. How long do we need to wait for the 0.63 Experimental? We want to play it so bad! I know, we want to let you play it too! Right now though, it just really needs more love from the DayZ Dev Team. It's not fun to play yet. All the teams are working like devils now, trust me - I am sitting right next to them in the office, I can see it all happening and I want to play it with the community as bad as everyone. But 0.63 still needs more time! Yes, the base building is also not ready yet but we know how much you are looking forward to trying it. An example is Axel, who made this cool base building concept. We have a DayZ Tip by NomadGaming. We know vehicles are sometimes pain in the ass in the current version, and you can get them stuck pretty easily. But don't forget - if you can't unstuck them, just destroy them with a matchbox, and they are going to re-spawn! We had Gaming Roach Entertainment here before and they are back with another cool cinematic. It is a story about mother who wants to protect her daughter from dangerous people in every way she can. Another good job Gaming Roach, you amazed me again. What about some DayZ in real life? BarelyInfected has done a short video, it is nice to see his face again! Do you know RDiddy? He is the Australian streamer who loves jumping with cars in DayZ. This is the best jump he'S ever made! GG RDiddy! Let's check out some more screenshots. dayz_bron sent a beautiful screenshot to Reddit and I want to share it with you. Another amazing view from Green Moutain by DrDesync. Be careful, I was shot standing there like this! And now is the time for your favorite riddle! Who answered correctly last time? Jakon $€i¥ablitz Jeff Day CryDoXz Polski.Tytan TheReverned 14400bps is enough Dmitry Mirnyy Uncuepa Boio Summer vini True DayZ pros! I asked our map designer Adam for a hard location this time. Can you guess where it is? Send the location to our official Twitter account and be on the wall of fame next time! Thank you for all your content and enjoy the Valentine's Day. And don't forget that we love you! <3 - Baty / Community Manager Header image by Watchman.
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Getting Started DayZ is new to me, what is it? DayZ is a gritty, authentic, open-world survival horror hybrid-MMO game, in which players follow a single goal: to survive in the harsh post-apocalyptic landscape as long as they can. Players can experience powerful events and emotions arising from the ever-evolving emergent gameplay. There are no superficial tips, way points, built in tutorials or help given to players. Every decision matters, there are no save games, no extra lives, every mistake can be lethal. If you fail, you lose everything and you need to play again from the beginning with nothing but your wits, and your two hands. Fight the hostile environment, where every other player can be friend or foe and nothing can be taken for granted. How can I buy DayZ? You can buy DayZ and the Livonia DLC for PC, Xbox and PlayStation, via The Bohemia Interactive Store Steam Xbox Store PlayStation Store Installing and launching (PC) Install in Steam After the game has installed open steam game library Select DayZ from the list Click the Play button What if the game doesn't install an update or becomes corrupt (PC)? restart steam verify cache restart computer reinstall the game If this doesn't work, please write a report to our feedback tracker. How do I report a bug? All information on how to report a problem with the game can be found here. How do I change my in-game name? You can set your in-game name in the DayZ launcher, under parameters > profile name. Is Steam required for DayZ? Yes, on PC, Steam is required to run DayZ and to browse for servers. How do I know if DayZ has received an update? We will communicate large updates via our social media channels (Facebook, Twitter) and Steam Announcements. How do I switch between Stable/Experimental versions? In order to join the Experimental version, you first need to download it. To do that, select the "DayZ Experimental" App from your Xbox / Steam Store and install it. Where can I get updated information on DayZ? The development team releases status reports that are uploaded across our website Dev Hub, DayZ Twitter and Facebook. How can I reach customer support? You can reach our customer support here. For queries related to purchases made via Steam, please contact Steam's support. If you want to report bugs or game-related issues, please go to the DayZ Feedback Tracker. If you suspect someone is using hacks, please contact Battleye. Server Hosting & Modding With the new engine and beta, will FINALLY the cost to rent a DayZ server be reduced? Yes. Right now, anyone able to host their own PC servers on their own terms, you can find the DayZ Server Files here. Additionally, we want to provide a Linux version of the DayZ Server Files, and that should further cut the costs of running a DayZ server. While we don't have direct control over the pricing offered by our selected server providers at the moment, the Linux Server Files should also lead to noticeable cost reductions with these providers. When will we get a dedicated server for Brazil? We are looking into this option. When will DayZ get modding support? Modding is officially supported for PC. You can download our official toolset and server files via Steam. You can also find already existing user-created mods in the Steam Workshop. Will there ever be mods on consoles like there are on PC? Mods are unlikely to be available on consoles. The path we took is vastly different from a path where we would be able to provide an infrastructure for modding. However, we are improving server side options to further customize the experience on community servers. DayZ on Consoles On what platforms is DayZ available? DayZ is available right now for PC, Xbox and PlayStation. Is PC your primary platform? We are aiming to release our game updates to the live branch at the same time on all platforms. Is PC version of the game any different from consoles? No, PC and consoles have the exactly same content. There are some minor technical differences like the inventory and that console doesn't have a text chat. Will there be cross-platform between platforms? That’s unlikely. While it’s perfectly viable from a technological perspective, we’d rather not mix PC and console players because it would cause a noticeable disbalance in gameplay. The platforms are not only running on different servers, there are some technical hurdles as well (compatible voice chat, reporting functions, etc.) How about the frame rates on Xbox One X? It’s all work in progress, but we’re already peaking at 50-60 FPS in 1080p on Xbox One X, and we plan to support 4K@30 FPS. We’ll see where we end up though! Can I play DayZ on the new gen consoles? Yes! More info can be found on our Dev Hub page. What's the performance like on PS5/Xbox X/S? We currently have pretty stable 30 fps on the ps5 and mostly stable 60 fps on the Xbox Series X. Will the PS5 framerate be optimized to 60fps? Our goal is to increase the frame limit on PS5 in the future. Will we get customizable key bindings for consoles? This is unlikely to happen. The cars are broken on console. Are you working on a fix? Yes, we are looking into this issue. As it´s very complicated for various reasons, we can´t provide detailed information, but we are aware of the issue and it's being addressed. Why does PC have a winter map and consoles don't? Winter/Snow maps are not a part of our official development. They are all from the modding community. Can we get helicopters and other goods on consoles? Those are from the modding community and modding is only available on PC. Why is there no Experimental server on PS? Experimental servers are testing servers, working on one console platform during testing and gathering feedback from one console platform is simply more efficient. Having Experimental servers on PS platform is more difficult, so we prefer to give the PS players the final version of the update. Do you plan to add more maps on consoles? Currently not a focus for upcoming updates. You can see our plan and focus for 2022 here But we would like to continue working on how to offer more tools/functionality for community server admins on consoles. VOIP volume is too low on PS5. Is there a fix for that? We are working on this issue. At this moment, you need to turn the 3D audio OFF in the Playstation settings (it´s ON by default). You can find it under: Settings > Sound > Audio Output. DayZ in future updates Will the performance of the game be better in the future? We are working on better game performance and stability with each update. Will Ponchos get added to the game? We can't add full blown ponchos because of their length. It currently isn't possible to have any long clothes in-game, because of clipping through the legs of the character. If we would add any ponchos, it would be just short ones. For example look at the length of the lab coat. Are there any underground structures/bunkers/mines/cave systems planned? No, underground locations are not planned for now. We are missing proper support from the engine side. While there is a way to achieve underground locations even under the current tech (as seen in some older versions of DayZ), they usually have a severe impact on the landscape and visuals (both surroundings and inside). How safe are bases? How do you find a middle of getting in to easy or to hard? No base should be impenetrable. How fast it will be conquered depends on its defense, which can have varying degrees of protection. Even a locked item can be lost if someone makes enough effort to get it. What kind of water vehicles will we see? Floating platforms possible? Wooden boats? A whole set of water vehicles is something we want to do in future, like wooden boats for an example. We are thinking about craftable ones too, but that's really looking at a more long term future. Submarines aren't planned. Will there be more crafting options involving improvised weapons? Grenade arrows, flaming arrows, etc? We'd like to have some form of improvised weapons in the game, but we can't tell you more right now. Will the bow ever come back? The bow is not a priority at the moment. Will it be possible to reanimate a dead body? No, it won't be possible. Do we get a Guitar as a melee weapon and as instrument we can play? We don't have it in plans now but we would like to have something like this to enrich social interactions. What about digging a grave to bury a friend? What about false graves to hide your stash in it? These are already available in the game. Could we get a winter map? Will consoles get new maps? Both PC and consoles share the same official vanilla maps: Chernarus and Livonia. Any additional maps on PC are purely from our dedicated modding community. Why you don´t add bicycles and horses? There are technical constraints preventing us from doing so, and our current focus is on stabilizing existing vehicles. Other Are you taking any steps against duping? Yes, we are continuously working on this issue. You also may have noticed that some of the methods are not working anymore. If you suspect someone's duping, please report the person via feedback tracker or DM us on Twitter. I can't see any servers in the server browser. This might be due to scheduled server maintenance. We announce them on our Facebook and Twitter pages. You can also check our forum. If it´s past the server maintenance/update and you are still experiencing this issue, you can try restarting the game/console or manually checking for updates. If the issue persists for more than 6 hours, please contact our customer support or DM us on Twitter. I would love to work for Bohemia Interactive, where can I apply? You can check our Career page here.
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In this video I'm demonstrating one of several ways to unstuck vehicles in DayZ. This works like 90% of the Time!
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Well, there were talks about this many times I guess, and we had a discussion about this again, in another thread a couple of months ago, as Baker pointed out. Now, I don't know much about lore, neither developers ideas on this, since I can't recall ever reading anything about it yet in status reports. So again, I had a suggestion for the north map "border" that could seem natural. So what do you think about this: 1. As we see on this big old Arma 2 map, there is a river flow towards east and into the sea. Earlier, I was suggesting to make a sort of a gorge or a canyon out of that river flow to make it a kind of a border towards north. Maybe that's neither a good or a bad idea. It kind of depends on the available vehicles/aircrafts as you should be able to fly over pretty easily. 2. But just north of it we have the Black mountains spreading all across. What if that's where the terrain starts to raise and really becomes impenetrable with dangerous cliffs, thick tall forests and from there you could see mountains with visible snow tops not far into the distance. 3. Additionally and consequently, this terrain should feel COLDER then anything felt throughout Chernarus. Assuming there would be no existing equipment in game to survive up there, thus forcing you away from it. I mean, that sounds better to me instead of making the border just filled with some poisonous gases (it's still just some virus outbreak that occurred). Or some attempt previously made by the military to quarantine the zone (quite a distance to cover, still not that it can compete with the Trump wall). Or missile sites, which I don't believe anyone could operate in the first place since it's a major outbreak throughout the world.
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As far as literally "expanding" the map, it's probably not about it being impossible, but not feasible due to however the terrain/maps are created. As for what the "debug plains/forest" is, is just an infinite/procedurally generated terrain (and water). I'm not entirely sure what the purpose is aside from it being a cheap way to surround the map with something solid, much like how other games have "sky boxes" to create a backdrop/illusion that stuff exists far in the distance, even if you can't ever go there. This is especially important for aerial vehicles like BeefBacon mentioned, which would be able to see far past the map's borders anyway. Of course, you could force players from leaving the map by implementing some kind of "turn back or u die" mechanic, but I think it's unnecessary effort because most people won't try to go there once they realize there's nothing there. Maybe they'll do it for entertainment, but not for gameplay (at least now that stuff doesn't save in the debug plains like in ARMA 2).
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We're keeping it short, but sweet this week - we've got some changes in the team, and so along with his regular dev update, Eugen is taking the time to thank some of his team members and to say goodbye. Since we're at saying good byes, Peter is finally done with having apple tree and stone texture spamming in the game, and hints at our new dynamic ambient loot spawning. Finishing off the dev part, we have Mirek teasing bits about the infected movement, and our Audio Designer Filip sharing his latest and greatest. As always, Baty adds your awesome community content, and the ever famous Status Report riddle! let's get to it, survivors. Contents This Week Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Filip Community Spotlight Dev Update/Eugen When something ends, something else begins. As I mentioned in the Year in Review video, it's always hard losing team members, but it's a necessary part of the development cycle. Lots of people have joined the team over the last four years, growing from a strong core into a large, two-studio production with almost 80 developers full time. Some are moving on to new challenges, and I wanted to thank them for their contribution to what DayZ should be. A monumental undertaking that all these people were part of. My thanks go specifically (but not exclusively) to Andrej Sinkević (who is moving back home to take care of his family) for overseeing the creation of new weapons sounds, environment sounds, and making sure we are expanding upon the options available. My thanks also go to our Environment Designer Senchi for making Chernarus exciting again, for his passion, for thinking outside the box and for trying new things. At the same time, I would like to introduce Filip Čenžák, who will be taking over the DayZ responsibilities in our Audio Department, and will be sharing what's coming here in Status Reports :). Good luck, Filip! Even though we've said a couple of good-byes early this year, the work hasn't stopped and we have progressed significantly. So let me go over the updates that we have seen on our internal build - there are some exciting things we have been working on: Prone Combat We've had a prone review meeting last week in order to look over what's next for the feature, and we have started tweaking the turn animations and bugs with collisions in different parts of the prone animation. Ladder climbing Right now, we're working on a script implementation to make ladders available ingame, as most of the stuff is almost ready. We will definitively come back and check the data and overall ladder setup again once this part of the game becomes testable. Melee Combat Another iteration of melee combat is now available in-game, with new heavy and light attack modes, new evades, bug fixes for targeting, and animations for melee with ranged weapons - those are ready to get into the animation graph for quick tests. Dynamic Spawning We are trying to unify the spawning in-game to use one spawn function, and we're refactoring dynamic ambient spawning system for specific situations around the player. Peter shares more about this in his part. Vehicles Work has again started on vehicles, as the Enfusion Engine hierarchy for entities gets further in its development. Our focus is on the refactor with creation of locals pace, and real player character being in the vehicle rather than a dummy character. If you remember, there were issues like entering a vehicle and crashing, which would teleport you back to where you entered the vehicle, simply because the system didn't really allow for something being inside of a vehicle - it was all dummy characters and lot of improvised hacks. Camera The camera has progressed further through several bug fixes, and we are starting to go through ingame data and collisions to fix objects with wrong collisions, which of course benefits more features than the camera itself. The Infected We have finally started again the work on the infected, as the player character features are getting in better shape. Mirek has started a refactor on sensory mechanics, jumping, and combat, and we are going to have a longer discussion on our expectations tomorrow. Besides the specifics above, the weapon team is getting through the expected list of weapons for experimental at a steady pace, implementing the new features for every weapon, adding all the animations and making sure everything works as intended. At the same time, we have people tackling issues of the last inventory implementation or looking into the server browser back-end. And I'm going to shut up now and get back to work! ;) - Eugen Harton / Lead Producer Dev Update/Peter Search for apples, now something of an iconic user action is gone forever. The same goes for every other search action present in the old DayZ! As you know, search actions were added as a placeholder to broaden the possibilities of survivalism, and promoting the hermit playstyle in terms of gathering food and other useful nature resources - may it be rocks, sticks or feathers. Driven by a random number generator, which I’m really not a fan of, it was nearly impossible to balance the outcome of these actions. They were open to abuse by limitations of the old animation system, and they also didn’t make sense from a visual point of view. Now, the part of Central Economy which deals with dynamic spawning is able to also spawn such ambient loot as apples, rocks or mushrooms. Dynamically spawned ambient resources are linked with static objects in the map, for example apples are linked with apple trees and rocks with stone paths or bigger rocks. As mentioned these items are spawned dynamically around players, and they are capped from the side of a linked object, as well as by a total maximum amount available of that specific loot type (e.g. max 3 apples per tree, 100 apples total). Once a player leaves the area, ambient loot is despawned when its lifetime ends. Of course, as it’s part of Central Economy, it’s all properly synced, and all players will see the same ambient loot in any given area. Our solution is also friendly to server performance. I’m really happy that we were able to finally add such feature as it puts emphasis on our physical approach to design, and provides a more authentic feel to the overall experience. When you see it, you can take it... see you in Chernarus, folks! - Peter Nespesny / Lead Designer Dev Update/Mirek Hello survivors, not much has changed since the last Status Report. We're still dealing with pretty much the same tasks as last time, there's just one little change. We've started the work on improving the infected a little bit earlier. Currently, we're focused mostly on improving stealth mechanics, which means adding some new features for AI sensors and tweaking their parameters. Together with AI sensors, we're adding some new animations for movement. Here's a small teaser of three new movement variations. You can see that the movement is still not ideal, especially when the infected is making sharp turns, but rest assured, we will improve this - the animations are already prepared, we just need to spend time on the implementation. - Miroslav Maněna / Lead Gameplay Programmer Dev Update/Filip Hi all, Filip here! As Eugen already mentioned, I'll be taking over most of the audio-related tasks from Andrej - and that includes writing the Status Reports for you! The sound department is focused on character sounds now. We could finally implement footstep sounds with the animation system as we intended. That meant creating a new animation event for every footstep in all animations. It took a while, but now we can synchronize footstep sounds with animations with much better accuracy. There are still some technical issues that have to be solved, so we hope that the programmers will find some time for us in their busy schedule. The second major feature we are working on now is attachment sounds. That means cloth rustle, backpack or weapon sounds when the character is moving. We have a working prototype, which will allow us to have different foley sounds for different types of clothes or other things you can wear. For example, it will allow us to have different cloth rustle sounds for shirt and leather jacket. In the final mix, the sonic differences will be small, but still noticeable and should create bigger immersion for players. - Filip Čenžák / Sound Designer Community Spotlight Hello Survivors, You are important to us and we are glad to see all your content. We don't want to keep it just for ourselves, so let's share it! Do you know BIBIX? He is a streamer from France and a true DayZ fan. He decided to visit the real Chernarus this week and to come greet us in Prague on the way. He took a photo with Peter Nespesny and visited Stary Sobor. We hope you enjoyed your trip, BIBIX! When I visited the DayZ Steam community, I have found this nice artwork by Mr. Boogie. Simple and beautiful. Check out more of his work here. Eiemoja is a loyal DayZ fan with more than 2900 hours in the game and is also an enthusiastic artworker. If you are interested in his work, here is his Steam collection. This picture by M.J.D. shows the last moments in the life of the owner of a village pub from Chernarus. I like hidden stories like this one. And when we are talking about stories, I fell in love with this one. It is romantic and sad at the same time. Good work! "Close to retirement, an older couple, Archeologist and Chemist, traveled to Chernarus to look for out-of-place artifacts when they are hit with the outbreak. They stop at nothing to remain together through it all." I know we had M1NDR here last time, but this is one really entertaining video! He met Jessica the medic. But he didn't know how much she loves blood… We can see a lot of Snapchat filters on DayZ characters lately. There is a Reddit thread dedicated to it and people are adding their creations. Snap face is really freaky ... Let's solve the riddle. The answer to the last question was "Kumyrna". It is an old, abandoned town on a mountain plateau directly south of Guglovo. The wall of fame: Spaggie Bryce Johnny K CryDoXz Jake JoK3R Habu BigRig Johnny Bravo goof3y KalleK Tyler TheReverned Question of this Status Report: Near which town is this place located? Send me your answer to our official Twitter account! Thank you for your amazing work everyone and see you in two weeks! - Baty / Community Manager
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