JiJi (DayZ) 223 Posted March 28, 2014 What means "Blended body injuries" (part of Ragdoll slide) ? I don't understand the concept. Share this post Link to post Share on other sites
Ellen Ripley 71 Posted March 28, 2014 (edited) What means "Blended body injuries" (part of Ragdoll slide) ? I don't understand the concept.Not entirely sure but I think what this means is ragdoll based animations for injured bodyparts like a broken/hurt leg or something. Edited March 28, 2014 by Ellen Ripley Share this post Link to post Share on other sites
Forrelist 236 Posted March 28, 2014 I know that it hasn't been fully discussed with the team, But I'm glad that Rocket has confirmed Helicopters. There was a rumour going around a while ago that they weren't going to be making a return, and having a helicopter was one of the best parts of the mod. Share this post Link to post Share on other sites
joe_mcentire 2074 Posted March 28, 2014 (edited) the slide with the snow is missing apparently. (basically weather affecting weapons and player)also q4/qx is missing entirely in the slide show.no mentions about drugs this time.. what's important: almost def. NO to instanced underground bases (jumping to conclusions) Edited March 28, 2014 by joe_mcentire Share this post Link to post Share on other sites
tingkagol 9 Posted March 28, 2014 (edited) With regards to barricading and how barricaded houses will be persistent on a specific server - they should really take a look at Rust. Those guys have already tested that aspect for a long time now. The first problem that I could think of when implementing permanent barricades/buildings will be the high possibility of overloading the server. There was a time in Rust where the whole map was just riddled with wooden skyscrapers and walls to a point where the game is unplayable - both gameplay-wise and performance-wise (I remember clocking in at 1 FPS in one particular server). That said, permanent user-built objects are out of the question. That's where object decay comes in and I think Rust did a pretty good job at it. Basically what a "decay system" does is have user-built objects decay over time. Safe houses that aren't used for an X amount of time begin decaying until such Y amount of time it gets destroyed and gets deleted off the server. With that system in place, the current build in Rust runs consistently at 60 fps at least for me. I was waiting for Dean to mention Rust during that part of his presentation, because that's exactly where Rust excels at. Too bad that game is a direct competitor to DayZ. Oh well. I guess what I'm saying is, maybe the DayZ team can take a few pages off of Rust for the building/barricading stuff. Edited March 28, 2014 by tingkagol Share this post Link to post Share on other sites
Ugly (DayZ) 79 Posted March 28, 2014 Dean Hall (Rocket) and Hicks will be at Rezzed this weekend to participate in a number of developer sessions. https://www.youtube.com/watch?v=D5coI5eT9JQ#t=1099 t4t! Share this post Link to post Share on other sites
Ugly (DayZ) 79 Posted March 28, 2014 also- netural animals Share this post Link to post Share on other sites
Ellen Ripley 71 Posted March 28, 2014 (edited) With regards to barricading and how barricaded houses will be persistent on a specific server - they should really take a look at Rust. Those guys have already tested that aspect for a long time now. The first problem that I could think of when implementing permanent barricades/buildings will be the high possibility of overloading the server. There was a time in Rust where the whole map was just riddled with wooden skyscrapers and walls to a point where the game is unplayable - both gameplay-wise and performance-wise (I remember clocking in at 1 FPS in one particular server). That said, permanent user-built objects are out of the question. That's where object decay comes in and I think Rust did a pretty good job at it. Basically what a "decay system" does is have user-built objects decay over time. Safe houses that aren't used for an X amount of time begin decaying until such Y amount of time it gets destroyed and gets deleted off the server. With that system in place, the current build in Rust runs consistently at 60 fps at least for me. I was waiting for Dean to mention Rust during that part of his presentation, because that's exactly where Rust excels at. Too bad that game is a direct competitor to DayZ. Oh well. I guess what I'm saying is, maybe the DayZ team can take a few pages off of Rust for the building/barricading stuff. Direct competitor? Don't make me laugh. For some people maybe. But overall? Not a chance. Likewise Project Zomboid/ 7 Days to die or whatever else there is. None of them are similar to each other. They have all different Graphics/Controls/Playstyles i am a huge fan of DayZ but I can't see myself playing rust oder 7days to die. No interest at all. Edited March 28, 2014 by Ellen Ripley Share this post Link to post Share on other sites
Mr Sinister 167 Posted March 28, 2014 What means "Blended body injuries" (part of Ragdoll slide) ? I don't understand the concept.I get a picture in my mind of someone running around with a flopping useless arm like a ragdoll due to injury. lol. All that comes to my mind. 1 Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted March 28, 2014 At least now people know the plan, hopefully the calls for "Vehicles Now!" die down. Not likely though. Definitely not. It'll be "why didn't they get the new team to work on vehicles!?! even a bike! $)*#@(#@$)" or something along those lines. Share this post Link to post Share on other sites
Gugolas 228 Posted March 28, 2014 Definitely not. It'll be "why didn't they get the new team to work on vehicles!?! even a bike! $)*#@(#@$)" or something along those lines.I agree.Anyway, remember that the roadmap was expected for the second half of january...so, if that can be considered a roadmap, and I don't think so, I still feel that they are late on that aspect and I'm still waiting to regain faith :D Share this post Link to post Share on other sites
tingkagol 9 Posted March 28, 2014 (edited) With regards to barricading and how barricaded houses will be persistent on a specific server - they should really take a look at Rust. Those guys have already tested that aspect for a long time now. The first problem that I could think of when implementing permanent barricades/buildings will be the high possibility of overloading the server. There was a time in Rust where the whole map was just riddled with wooden skyscrapers and walls to a point where the game is unplayable - both gameplay-wise and performance-wise (I remember clocking in at 1 FPS in one particular server). That said, permanent user-built objects are out of the question. That's where object decay comes in and I think Rust did a pretty good job at it. Basically what a "decay system" does is have user-built objects decay over time. Safe houses that aren't used for an X amount of time begin decaying until such Y amount of time it gets destroyed and gets deleted off the server. With that system in place, the current build in Rust runs consistently at 60 fps at least for me. I was waiting for Dean to mention Rust during that part of his presentation, because that's exactly where Rust excels at. Too bad that game is a direct competitor to DayZ. Oh well. I guess what I'm saying is, maybe the DayZ team can take a few pages off of Rust for the building/barricading stuff.Direct competitor? Don't make me laugh. For some people maybe. But overall? Not a chance. Likewise Project Zomboid/ 7 Days to die or whatever else there is. None of them are similar to each other. They have all different Graphics/Controls/Playstyles i am a huge fan of DayZ but I can't see myself playing rust oder 7days to die. No interest at all.You completely missed the point of my post. You just sound like an elitist DayZ fanboy. Addressing your straw-man, it's a competitor in the sense that both games belong to more or less the same arena that are vying for the top spot in digital sales via steam. Probably explains why Dean is reluctant to discuss the already streamlined building/barricading system of Rust, that is if he got around to playing it. Of course, they're understandably different games, offering different gameplay experiences to players. But how can you say for certain Rust has nothing in common with DayZ when you haven't even played it? Having played both I can say some core mechanics are similar - Rust was after all inspired by DayZ. Still, completely irrelevant. Edited March 28, 2014 by tingkagol Share this post Link to post Share on other sites
SmashT 10907 Posted March 28, 2014 Here is the basic roadmap for 2014 from the slides, the formal roadmap is not yet complete, when it is it will be announced. Highlights for next updateMore robust process for testing / deliveryBow and arrow / crossbowFireplacesNetwork optimizationsNo spawn penalties for joining same serverWhen? Best case: two weeks Worst case: end of April FireplacesCan cook things!Crafting fireplacesUpgrading them to ovensRespawning Loot PrototypeWorld divided into quadrantsQuad resets when empty X timeIncludes resetting doorsDoor state randomly set on world startAccelerated TimeRemoved as part of lag / desync fixComfigurable by servers adminsUp to 64x faster day / night cycleRules for Hardcore t.b.d.Throwable ItemsEverything that can be held in handDifferent materials react differentlyUses "Bullet" physics SDkCalculated on serverPlayer ControlsMouse Acceleration issuesDexterityFreelookPhysics based movementJumping consideredShort-term (Q2) RagdollNearly functionally completeBased on "Bullet" physics libIncludes falling charactersThe future?Dragging unconscious / bodiesBlended body injuriesNew AI pathfindingAnimals and ZombiesTechniquesVoxelizationWalkable polygonsNavmesh optimizationObject AvoidanceFirst iteration nearly completehandles interiors, small objects64-bitCompiling!Server can use more memoryHelps withPhysics integrationVehicle physicsNew zombie AIPossibly much morePrototype AnimalsPrototype implementationAllow player "hunting"6 new animal typesStarting from scratchWanderingPersistent ObjectsAll objects or just some?Save state of everythingDecide which to permanently useAdvanced Weather EffectsSnow and fogWeather will affect playerBallistics affected by weatherWorld ContainersRefrigeratorOvenCupboardsMedium-term (Q3) Multi-thread / Multi-coreMultiple threads on Multiple coresMore zombies...More players...More animals...Probably more server focusedAdvanced AnimalsHostile animalsNeutral animalsCompanion animalsNew Zombie BehaviourMore responsiveRedeveloped "agro" systemMore benefits to stealthCentral Loot EconomyControl loot numbers centrallySet for all servers per hiveBarricadingPhysics based constructionMainly focused on existing buildings.Basic VehiclesSmall VehiclesBicycle / Motorcycles / ATVPossibly includes small carCustomizable / Configurable-like weaponsPhysics based ("bullet" Physics SDK )Modding SupportProbably tied with private hivesFull support for modsSteam Workshop integrationPlayer StatisticsSteam AchievementsDatabase interaction API for developersHorticultureGrowing plantsPersistent to serverPrototype to come earlierLong-term (Q4/Qx) Advanced VehiclesCars / Trucks / Planes / Helicopters / BoatsUpgradable componentsSimilar approach as weapon attachmentsExtended barricadingExisting barricading to full constructionAllows players to create new structuresPersistent to that serverAdvanced Social MechanicsFaction identification methodsSpawn systems tied to controlled locationsBetter UI support for trading. 5 Share this post Link to post Share on other sites
St. Jimmy 1631 Posted March 28, 2014 The amount of stuff they're planning is unbelievable :O Share this post Link to post Share on other sites
sav112g 114 Posted March 28, 2014 If they stick to that plan and achieve it then it looks like by the time I play the game it will be a whole new ball game from how we see the game played today. I’d rather they really nailed the performance issues before trying to push to far its adding things. When you see the game flowing on twitch from fire fight to simple gearing up and its all running well it’s a joy then you get times when characters are killed due to lag and general poor performance from the game and it becomes what must be hateful from the guy actually playing it. A lot of time is invested in gearing up and it must burn when you loose your kit so cheaply due to a bug or general poor code etc. But that list suggests the team are saying bring it on!!!! I wish them every success is crossing off each of these road map milestones. Its a long drive but I hope it will be worth it and worth the wait in my case. 1 Share this post Link to post Share on other sites
Private Evans 1303 Posted March 28, 2014 the slide with the snow is missing apparently. (basically weather affecting weapons and player)also q4/qx is missing entirely in the slide show.no mentions about drugs this time.. what's important: almost def. NO to instanced underground bases (jumping to conclusions) no underground bases and barricading existing buildings..., :) I remember a few guyz on the mod forums talking about this constantly.... B) beside drugs..what's about cannibalism and suicide and children ..I mean small zeds ?? 2 Share this post Link to post Share on other sites
SmashT 10907 Posted March 28, 2014 no underground bases and barricading existing buildings..., :) I remember a few guyz on the mod forums talking about this constantly.... B) beside drugs..what's about cannibalism and suicide and children ..I mean small zeds ?? Pretty sure child zombies were ruled out. Not feasible as it would require new models, new skeletons, new animations for every animation on the new skeleton. (months of work) as well as the PR nightmare. [source] Suicide is confirmed and in progress [source] Cannibalism is something that has been on the cards for a while but needs a lot of design work as they don't want everyone just eating everyone they find, in the real world it would be a last resort kind of thing but don't want to prevent it entirely as a playstyle so it's not on the roadmap at the moment. Share this post Link to post Share on other sites
McGarnagle 94 Posted March 28, 2014 So we can't have a General Discussion about the Rezzed Stream because someone announced it in the devtracker already and didn't bother to lock it, or was it because that OP had no content in it besides a URL? Cause it'd be nice to have a centralized topic to discuss the roadmap, preferably somewhere most users would reasonably expect to find it, but I don't want to start a redundant topic for obvious reasons. I'm genuinely confused by the decision making on this one. What is the General Discussion forum actually for? Complaining about KoS? Share this post Link to post Share on other sites
joe_mcentire 2074 Posted March 28, 2014 my 2 cents: the overall presentation was quite pleasing to me. there was some remarkable progress announced (64bit usage server side or the animal/zed pathfinding and ai in the slovakian branch). the only thing slightly bothering me is with what he said in the very beginning; that the roadmap as presented to the audience is basicaly not really in coordination with his team. I know now that he has surely a very precise and good overview over the project however it is worrisome at least. However i'd classify that as a rookie mistake communication-wise (still, Dean? STILL?)So i personally would take the whole roadmap more or less a bit with pinch of salt, but that's just me. That all said. Purely based on the roadmap this game is set to become an amazing experience although i'd have to say that i still think some goals are just not necessary (farming, taming of animals, horses etc...) Share this post Link to post Share on other sites
SmashT 10907 Posted March 28, 2014 So we can't have a General Discussion about the Rezzed Stream because someone announced it in the devtracker already and didn't bother to lock it, or was it because that OP had no content in it besides a URL? Cause it'd be nice to have a centralized topic to discuss the roadmap, preferably somewhere most users would reasonably expect to find it, but I don't want to start a redundant topic for obvious reasons. I'm genuinely confused by the decision making on this one. What is the General Discussion forum actually for? Complaining about KoS? Last time I made a topic In General Discussion about a Dev Interview people complained that I didn't put it in the DevTracker with all the other information from the Devs so I moved it. This time I start one in the DevTracker and people complain it's not in General Discussion. Can't win. 4 Share this post Link to post Share on other sites
Katana67 2907 Posted March 28, 2014 no underground bases and barricading existing buildings..., :) I remember a few guyz on the mod forums talking about this constantly.... B) beside drugs..what's about cannibalism and suicide and children ..I mean small zeds ?? Everything is proceeding as I have foreseen 2 Share this post Link to post Share on other sites
Private Evans 1303 Posted March 28, 2014 Pretty sure child zombies were ruled out. Not feasible as it would require new models, new skeletons, new animations for every animation on the new skeleton. (months of work) as well as the PR nightmare. [source] Suicide is confirmed and in progress [source] Cannibalism is something that has been on the cards for a while but needs a lot of design work as they don't want everyone just eating everyone they find, in the real world it would be a last resort kind of thing but don't want to prevent it entirely as a playstyle so it's not on the roadmap at the moment. Thx for that :) ...just want to have all kind of dark aspects of such a scenario included as well ... Share this post Link to post Share on other sites
spinager 152 Posted March 28, 2014 (edited) my 2 cents: the overall presentation was quite pleasing to me. there was some remarkable progress announced (64bit usage server side or the animal/zed pathfinding and ai in the slovakian branch). the only thing slightly bothering me is with what he said in the very beginning; that the roadmap as presented to the audience is basicaly not really in coordination with his team. I know now that he has surely a very precise and good overview over the project however it is worrisome at least. However i'd classify that as a rookie mistake communication-wise (still, Dean? STILL?)So i personally would take the whole roadmap more or less a bit with pinch of salt, but that's just me. That all said. Purely based on the roadmap this game is set to become an amazing experience although i'd have to say that i still think some goals are just not necessary (farming, taming of animals, horses etc...)imo, i dont think thats what he ment. I think he ment to say was that the roadmap slideshow was mocked up without the teams input. Not that the roadmap for the rest of the year was made by 1 man with no input from the team. I beleive the roadmap is known by the team. its just that the team did not know what the slideshow would consist of. Edited March 28, 2014 by Razgriz Berkut Share this post Link to post Share on other sites
joe_mcentire 2074 Posted March 28, 2014 (edited) I beleive the roadmap is known by the team. its just that the team did not know what the slideshow would consist of.Don't you see the problem there ;) so basically he could build up hype with being too generous in his slideshow and his team could be like "but this differs to our real roadmap"Of course all just hypothetical :)Edit:The "real" roadmap would also show the sophisticated skill system of course. Edited March 29, 2014 by joe_mcentire 1 Share this post Link to post Share on other sites