SMoss 2101 Posted September 4, 2014 As work progressed on dialing in the remaining critical issues with 0.49 (eg: Body temperature variations, duplication bugs, etc) the programming team has continued iterating upon our centralized loot architecture, as well as the major tasks such as ongoing work on replacing the renderer, replacing existing door mechanics, and the entire list covered in the stand up notes below.Lets take a quick look at the distribution of ammunition, and the top 10 items that currently (as of 0.48 / Stable Branch) spawn. Please keep in mind this is very, very rough data. As we iterate upon the system, we will introduce more granular control over the quantity of each type of item that spawns, and what location in the world they are allowed to spawn in. Looking at the above image, you can see that the highest quantity of spawning items is easily canned food goods. As we push more on the survival mechanics, and the centralized loot control - we’ll see these item quantities begin to drop, and hopefully the amount of base survival items such as fishing hooks, rope, burlap sacks, and tools increase.It is interesting to see the high quantity of ammunition such as 357 Magnum, and Shotgun so prevalent currently. We expect this data to shift greatly as we focus on supporting the -chance- for magazines to spawn with weapons. (Note: Chance, not all the time - but given the randomness of every weapon spawning across Chernarus, at least a few should have magazines and or clips)In addition to this, the production, design, and environment teams have discussed the issue of player spawn locations - and the lack of traffic through the classic DayZ cities such as Chernogorsk, and Elektrozavodsk. The initial push to restrict player spawning in these regions was tied to the design of the Chernogorsk area, specifically the new tenement structures and the Balota airfield. As we move towards fully implementing centralized control over the economy this will become less of an issue. With this in mind, the Balota airfield as been redesigned and a new, further inland military base was created.As 0.49 hits stable, players will begin to spawn all along the coast from Chernogorsk, to Novod. The reaction to this will be monitored, and the spawns will be adjusted accordingly.Finally, as mentioned on twitter, the team has identified a bug with the game server that we’ve noticed being exploited on stable branch. This bug is related to character/server initialization, and is a top priority issue for us. - Brian Hicks / ProducerChris / Lead Artist”Character ArtThe firefighter helmet and SPOSN backpack are finished and are being tested currently in-game so they should be showing up in experimental shortly. We’ve begun working on the first new civilian zombie in quite some time and are looking into expanding the number of zombie heads for models so that they’re not quite so repetitive. We’re also working on some waterproof containers to keep player’s gear dry during the frequent rain experienced on Chernarus. Work has also begun on the craftable player gear and items related to that system. WeaponsThe Rossi R92 is finished being animated. We’re just waiting for sounds and then it’ll be good to go. The animators also began work on the M133 earlier this week so it won’t be too far behind the repeater. Something a bit newer is an AKS74U which is a work in progress by one of our talented artists and I, in my spare time (of which I do not have much), have begun a labor of love – a Derringer pistol. I was also happy to hear that the cattle prod and stun baton are functioning. Finally players will have an alternative to using lethal weapons to temporarily incapacitate other players in unsafe situations, rather than simply kneecapping them. EnvironmentNot a whole lot new here. We’re continuing work on the civilian airport structures to replace objects at the NEAF. Mario, one of our senior artists began doing some planning for the long-abandoned prison complex which will be something worked on in between higher priority tasks and will take quite some time to finish. We’ve also begun discussing ways to introduce some visual variability of the numerous small villages since they contain mainly the same, rather small, number of house models. “Viktor / Lead Animator"In the last couple of weeks we were busy with various bugfixes. Besides small gestures and bow related polishing we have fixed some major issues like players falling after drinking bottle, taking item in hand while handcuffed and other. One of new additions is the possibility to run up and down stairs. This was mainly a programmers task since it had to be changed in the engine.After we added running while restrained we focused on crouch restrained player. Now there are two crouch restrained poses - one after someone forces you to restrain and one when you move. Yes that means we introduced restrained crouch walk, so you can take your captives with you anywhere now.Another big area we started to improve by the end of august are zombies. First we are still in process of designing and preparing for the new advanced AI. We’ve discussed and designed the new zombie AI with programmers and designers but it will take some time until we see it in the game. Until then we have added a few small improvements. Now there are different zombie runs, walks, idles. That means if more zombies are chasing you, each will move different. We already have some more ideas that will significantly improve the experience.”Standup Notes for the week of 01 Sept 14 Art:Firefighter HelmetNew civilian zombieSPOSN BackpackNEAF civilian hangarNew 55-gal drumDerringerAKS74UAK101 retextureM4 Drum MagPack of cigarettesSkate helmetBottle of vokaDime bagRange FinderLeather walletRadio Cassette playerRGD2 smoke (white, black)Waterproof packable bagWaterproof backpackAnimation: BugfixingGrenade, chemlight, flare related animationsZombie variation animations doneBow animations polishingsRepeater reload animation in progressDesign: General BugfixingScript/Config work for additional weapon typesVehicle classification prototypingVehicle component prototypingHorticulture design/bug fixingProgramming: Sounds for melee weaponsMelee combat tweakingDoor reimplementationNew gamecontrolsInventory bugfixesThrowing items fixes Dead zombies disappearing fixesCode cleaning and optimizationsLoot statistical data collectingGraphical representation of statistical dataType related loot cleanupRead on Tumblr 13 Share this post Link to post Share on other sites
[TAW] GunRunner 53 Posted September 5, 2014 I was literally just thinking "where the hell is this weeks report?!?" Refreshed page aaaaannnndd WHAMMY!!! Share this post Link to post Share on other sites
konstpan 2 Posted September 6, 2014 Just thinking its a pitty to waste time on any new weapons...there is allready enough variation... 1 Share this post Link to post Share on other sites
Ubernaut 297 Posted September 6, 2014 This is starting to sound more interesting all the time. Still a long, long ways to go, but... I applaud these efforts. Share this post Link to post Share on other sites
ChainReactor 922 Posted September 6, 2014 As 0.49 hits stable, players will begin to spawn all along the coast from Chernogorsk, to Novod. YES BABY. Share this post Link to post Share on other sites
Trizzo 632 Posted September 6, 2014 (edited) "As we push more on the survival mechanics, and the centralized loot control - we’ll see these item quantities begin to drop, and hopefully the amount of base survival items such as fishing hooks, rope, burlap sacks, and tools increase" Yippie! Rope is not uncommon as it is. Need more chickens too!And a whole host of good items to boot! Still no water proof pants though...WP backpacks welcome, curious about size and profile. Edited September 6, 2014 by Trizzo 2 Share this post Link to post Share on other sites
JPWiser 251 Posted September 6, 2014 Omg you can find dime bags????Can you smoke them? 2 Share this post Link to post Share on other sites
Cap'n (DayZ) 1827 Posted September 6, 2014 This is great to hear. Nice to see some insight on the development, and I'm real excited to see what is coming. Share this post Link to post Share on other sites
Evil Minion 943 Posted September 6, 2014 Does this mean coast spawns are coming back? Yes please! I don't like the inland spawn points. 2 Share this post Link to post Share on other sites
☣BioHaze☣ 7337 Posted September 6, 2014 Thanks for the update! Thank for hard work and delicious pie (charts). Share this post Link to post Share on other sites
Silence4all 35 Posted September 6, 2014 Good stuff! Thx for the update. Share this post Link to post Share on other sites
tobias winfro 305 Posted September 6, 2014 (edited) Nice, its gonna be a tough adjustment for people who have no idea how to survive off of the land. I see a lot of butthurt and frustration because some were to busy to be bothered to learn what an ashwood tree looks like for a fishing pole or now you're going to have to make room in your inventory for tool like a hoe or a shovel and a knife for dressing the animal carcasses. There will be an increase of banditry with this aspect as well because people will need stuff and its far easier to rob or kill you for your stuff than to learn how to get it. Just another curve ball the devs are throwing our way Edited September 6, 2014 by Tobias Winfro Share this post Link to post Share on other sites
WhiteZero 72 Posted September 6, 2014 testReally living up to that "Live Test & Support Lead" title. ;) 1 Share this post Link to post Share on other sites
NagsterTheGangster 388 Posted September 6, 2014 I noticed they're adding dime bags......perhaps they will soon add something to carry inside those same bags ;) Share this post Link to post Share on other sites
St. Jimmy 1631 Posted September 6, 2014 I posted this on other topic also: Well they're adding leather wallet in. Maybe that should be a basic thing that everyone has and it doesn't take inventory slot. There you can keep your ID if you want. Share this post Link to post Share on other sites
basinox 300 Posted September 6, 2014 Omg you can find dime bags????Can you smoke them?420 confirmed 2 Share this post Link to post Share on other sites
irishroy 1347 Posted September 6, 2014 (edited) dayum...range-finders.... :huh: range-finders like the little small toys to make sniping in its current stats so easy even a 5 year old kid can do this...? Edited September 6, 2014 by irishroy 2 Share this post Link to post Share on other sites
Legio23 82 Posted September 6, 2014 Its really starting to come along nicely now, more survival gear a couple of new weapons.....lovely, not to mention the prototyping of vehicles of some kind may be soon in our future. Share this post Link to post Share on other sites
BugZ (DayZ) 49 Posted September 6, 2014 -Leather wallet will we have money to put in ? If we will have money how we can spend money ,there is no shop to buy things ? İf there is no money what is wallet for ? Defineatly its not suitable for can of bean. Wallet for ID card ? I wıll carry wallet only for ID? This is not making sense. Share this post Link to post Share on other sites
rag (DayZ) 3 Posted September 6, 2014 Really informative reports, thanks for sharing, looking very promising Share this post Link to post Share on other sites
basinox 300 Posted September 6, 2014 -Leather walletwill we have money to put in ? If we will have money how we can spend money ,there is no shop to buy things ? İf there is no money what is wallet for ? Defineatly its not suitable for can of bean. Wallet for ID card ? I wıll carry wallet only for ID? This is not making sense.Thats called useless loot, gives the world some dept without doing anything. Some players may also rob you for cash. Share this post Link to post Share on other sites
Cpanther 221 Posted September 6, 2014 Vodka ?...cigarettes ?....Radio cassette player.. ?.... chemlights ?.........Lap dancers ? :D 3 Share this post Link to post Share on other sites
Elle 562 Posted September 6, 2014 Thats called useless loot, gives the world some dept without doing anything. Some players may also rob you for cash.maybe it can fit one slot paper items such as a map? however you are probably correct in that its useless ambient junk... something else to collect I guess ;) Share this post Link to post Share on other sites
Cpanther 221 Posted September 6, 2014 maybe it can fit one slot paper items such as a map? however you are probably correct in that its useless ambient junk... something else to collect I guess ;)Don't know about you... but i have a lot of crap in my wallet.. and is not always cash..... :blush: Share this post Link to post Share on other sites
Elle 562 Posted September 6, 2014 Don't know about you... but i have a lot of crap in my wallet.. and is not always cash..... :blush:hahah I carry a purse and yes it has a ton of crap in it ;) now if only I could find a nice Louis Vuitton to match those oh so fancy gorka paut revs.... can you say heaven? Share this post Link to post Share on other sites