Jump to content
SMoss

Status Report - 12 Nov 2015

Recommended Posts

1) Not to that extent - no.

2) I believe we have an exp server located in Brasil or Argentina?

3) Internally it looks good but we need to see on exp.

 

Brian

 

2) No, there is no experimental server in latin america and not even any server in the stable.  

Share this post


Link to post
Share on other sites

Hi Brian,

 

thx for doing this - first question is mby for Eugen.

 

1) I only see one 1st and about 7 3rd person EXP Servers from CEU. Any plans to double server numbers and turn them 1st?

 

2) Legacy systems and -newui / the performance boost is amazing but items in vicinity are so

small. Overall, usability and design is "weird" even for a placeholder, regarding -oldui is a placeholder too. Changes to this are WIP?

 

2.1) -oldui feels much worse now you know the boost from new. Is it correct to assume that as soon as the blockers

are resolved the complete transition to newui with finished basics will occur?

 

3) 0.59 is all about vehicle desync - does this also mean multiple crashing vehicles, like a derby, with physics?

 

4) Also if yes, vehicle desync works before stable push, does that mean player desync works even better? Correlation?

 

5) Renderer. A treat for the community would be a screenshot of the improved nighttime in a SR in the future. Or is it all about implementation first?

 

6) Physics and ragdoll, regarding we'll soon have alot of different vehicles and alot of zombies for the first time, will weird(deadly) physics behavior 

be addressed during 0.59 or is in one of these ongoing battles?

 

thx again

Edited by en1mal

Share this post


Link to post
Share on other sites

I've never really seen eye to eye with Bororm before, but I entirely agree with what he and Entspeak have to say when it comes to gearing up.

There's already plenty of incentive to collect high capacity gear as it is. Adding further incentives for this gear (unlocking quickslots), will only serve to make gearing up seem even more linear.

 

Gearing up is a great motivator/incentive in DayZ, but if gear only has a few different desirable attributes, then the majority of players will be following the same narrow pattern of progression. The consequence of this is that it will almost always be a catalyst for aggressive player interactions.

Some clothing is warm, some items are waterproof / water resistant, some have more pockets than others, some provide ballistic protection and some have a combination of these features. What other desirable attributes are we missing / need to have? Personally, I think that it would be pretty spiffy if we had cans of waterproofing spray that we could apply to our clothing. The protection could deteriorate over time, or with exposure to rain, but it could be reapplied. We already have a model for a spray can in-game, so all we need is a different label for the can. Currently, we can circumvent the effects of cold / wet weather by sprinting everywhere. Presumably, this will no longer be possible, once stamina is implemented. The introduction of a waterproof spray would provide more choice on a "wet server" than the usual raincoat, or Gorka BDU.

 

We already compete for food, clothing, weapons and the temporary control of water sources. Please explain why having a motivation to trade up from jeans to cargo pants is a further incentive / excuse for griefing / KOS / PVP, beyond what already exists. I'd really like to understand this, but it sounds more like a rationalization for being a griefer to me, than anything else.

  • Like 1

Share this post


Link to post
Share on other sites

Technical question, how can you prevent ppl from changing gamma and brightness in the driver? If it gives better spotting abilities, ppl will continue doing that. What about changing it on the monitor? I don't see how this will change. At that point we could also start about ppl having better monitors than others and seeing more. Not trying to troll here, but what to do? Don't know how a rendered night setting would look like that ppl would not try to change for better visibility.

 

To be fair - we have many other more critical issues to tackle. I think rather than trying to wrestle with this, we should instead focus on making the night time visually appealing.

  • Like 3

Share this post


Link to post
Share on other sites

3. Any plans for porting server side to Linux?

Linux / Vulkan support for both the client and the server would be the bee's knees! If the ARMA3 experiment proves successful, is this something that would be considered in the future?

Share this post


Link to post
Share on other sites

an international airport in Cherno ?

The NWAF's actual name is "Chernarus International Airfield" ;)

 

Brian

 

2) No, there is no experimental server in latin america and not even any server in the stable.  

As far as I know, there hasn't been one for a long while either. I try to keep tabs on Experimental servers (with help from Odin Lowe!), and I've only ever seen them in the following geographical locations:

 

-US (Central, East, Northeast, Southcentral, Southwest)

-UK

-DE (Germany)

-AU/NZ (Australia/New Zealand)

-SNG (Singapore)

-SWE (Sweden) (mostly test servers)

-GD (Grenada) (mostly test servers)

 

 

EDIT: Is Brian thinking of the Grenada servers? They haven't been around since the main testing of 0.58 Experimental finished in late August. Those would have been about the closest to Brazil, and would technically be South America.

Edited by Tatanko

Share this post


Link to post
Share on other sites

For a start I want to say this update looks awesome, especially the screenshots with the new renderer, really nice work there! :thumbsup:

:beans: :beans:

However, I do have a question tho, concerning the renderer: Will it have any effect on the visibility of high grass? Because right now, it doesn't appear on the screen if further away than 50-100m, which often makes you think you're well hidden, while you're just in the open without cover. Will the new renderer have any effect on that?

Share this post


Link to post
Share on other sites

To be fair - we have many other more critical issues to tackle. I think rather than trying to wrestle with this, we should instead focus on making the night time visually appealing.

 

Hi Hicks!

 

I have to say that I normally agree with pretty much all your statements, but this time I am afraid I will have to disagree. Strongly. :(

 

The gamma thingy is one of the most game breaking things right now (and I am reporting the feedback of a big community I play with here). Basically you cannot enjoy night time if not eveyone plays in (more or less) the same conditions as you and can spot you from hundreds of meters away. As simple as that.

 

Did not mean to be harsh or anything. Just trying to give constructive feedback, as many of us really care about this.

 

 

Thanks a lot for making yourself available and listening!

Edited by Mustaine

Share this post


Link to post
Share on other sites

Hi Hicks!

 

I have to say that I normally agree with pretty much all your statements, but this time I am afraid I will have to disagree. Strongly. :(

 

The gamma thingy is one of the most game breaking things right now (and I am reporting the feedback of a big community I play with here). Basically you cannot enjoy night time if not eveyone plays in (more or less) the same conditions as you and can spot you from hundreds of meters away. As simple as that.

 

Did not mean to be harsh or anything. Just trying to give constructive feedback, as many of us really care about this.

 

 

Thanks a lot for making yourself available and listening!

For the sake of argument, let's say that the gamma adjustment is completely removed from the game. Per Bautschi's original question, how do you keep people from adjusting the gamma in their GPU driver, or in their monitor? How do you enforce this? The answer is: you can't.

 

Therefore, does it make sense to remove people from their ongoing tasks to "fix" a problem in the current engine, when the whole existing video rendering system will be thrown in the trash in a few months? How can this be considered a priority and how will it change anything, when players already have an alternative means to adjust gamma? I don't think so, as it won't make any meaningful difference. As Brian says, there are other, more pressing issues ... such as getting the new renderer in the game and tuning the damn thing.

 

We don't even know what night time will look like in the game at v1.0, but Brian has said that he intends to enhance the night time experience to reduce the temptation to jack with the gamma adjustment. I think that we should wait to see what he has in mind, before we criticize something that we haven't yet seen.

Share this post


Link to post
Share on other sites

For the sake of argument, let's say that the gamma adjustment is completely removed from the game. Per Bautschi's original question, how do you keep people from adjusting the gamma in their GPU driver, or in their monitor? How do you enforce this? The answer is: you can't.

Rust fixed it. It isn't the most difficult thing to do when you have a decent engine at your disposal.

https://i.imgur.com/MdTOLI9.jpg

Share this post


Link to post
Share on other sites

For the sake of argument, let's say that the gamma adjustment is completely removed from the game. Per Bautschi's original question, how do you keep people from adjusting the gamma in their GPU driver, or in their monitor? How do you enforce this? The answer is: you can't.

 

Therefore, does it make sense to remove people from their ongoing tasks to "fix" a problem in the current engine, when the whole existing video rendering system will be thrown in the trash in a few months? How can this be considered a priority and how will it change anything, when players already have an alternative means to adjust gamma? I don't think so, as it won't make any meaningful difference. As Brian says, there are other, more pressing issues ... such as getting the new renderer in the game and tuning the damn thing.

 

We don't even know what night time will look like in the game at v1.0, but Brian has said that he intends to enhance the night time experience to reduce the temptation to jack with the gamma adjustment. I think that we should wait to see what he has in mind, before we criticize something that we haven't yet seen.

 

Man I'm sorry but I think you misread it or something.

We are talking about the NEW renderer here. Nobody mentioned the current engine (?) - that would be silly, indeed.

It is great that night time will be more appealing with the new renderer, as Brian said they will try to make it, but I just think it will also be very important to try and prevent the "gamma trick".

 

scriptfactory mentioned exactly what I was thinking about and what I was hoping to see implemented with the new renderer:

 

Rust fixed it. It isn't the most difficult thing to do when you have a decent engine at your disposal.

https://i.imgur.com/MdTOLI9.jpg

Edited by Mustaine

Share this post


Link to post
Share on other sites

Some clothing is warm, some items are waterproof / water resistant, some have more pockets than others, some provide ballistic protection and some have a combination of these features. What other desirable attributes are we missing / need to have? Personally, I think that it would be pretty spiffy if we had cans of waterproofing spray that we could apply to our clothing. The protection could deteriorate over time, or with exposure to rain, but it could be reapplied. We already have a model for a spray can in-game, so all we need is a different label for the can. Currently, we can circumvent the effects of cold / wet weather by sprinting everywhere. Presumably, this will no longer be possible, once stamina is implemented. The introduction of a waterproof spray would provide more choice on a "wet server" than the usual raincoat, or Gorka BDU.

 

We already compete for food, clothing, weapons and the temporary control of water sources. Please explain why having a motivation to trade up from jeans to cargo pants is a further incentive / excuse for griefing / KOS / PVP, beyond what already exists. I'd really like to understand this, but it sounds more like a rationalization for being a griefer to me, than anything else.

There are a good number of desirable attributes for clothing, I'll give you that. But what's the point in having all that variety if certain items increase in all aspects at once? There's nothing wrong with providing players with motivation to switch from jeans to cargo pants, but there is something wrong if there's no motivation for the inverse.

 

Let's say you and I bump into each other, I'm wearing a nice new set of pristine cargo pants, and you have a pair of jeans. That's it, we've got no food or weapons, nothing. So, what possible reason, what compelling argument can you conjure up to convince me to trade my cargo pants for your jeans? I can promise you, right now there's nothing you can say or do that will work, bar the use of violence.

 

Now, if items were balanced and switching between them was about trading off, rather than constantly trading up, there'd be a few more options to that situation.

Option 1) I want cargo pants, you want cargo pants; Violence ensues - I never said this situation would stop altogether.

Option 2) I want cargo pants, you want jeans; We wave to each other and go our separate ways

Option 3) I want jeans, you want cargo pants; We strip off, and sheepishly exchange clothes while I make things awkward by mentioning how pretty your thighs are.

Option 4) We both reject the notion of trousers and frolic around the countryside in our underwear.

 

Alright, I suppose that last one is a bit crazy...it's still an option without balanced gear  ;). And for the record, when someone is making an argument to reduce conflict, it's usually not the griefer that's doing all the explaining.

Edited by MrAerospace

Share this post


Link to post
Share on other sites

Hello,

Question :

 

About fatigue/stamania/weight feature, will it be implemented along with the new incoming display UI ? or later (pending on other content or technology change) ?

Share this post


Link to post
Share on other sites

There are a good number of desirable attributes for clothing, I'll give you that. But what's the point in having all that variety if certain items increase in all aspects at once? There's nothing wrong with providing players with motivation to switch from jeans to cargo pants, but there is something wrong if there's no motivation for the inverse.

 

Let's say you and I bump into each other, I'm wearing a nice new set of pristine cargo pants, and you have a pair of jeans. That's it, we've got no food or weapons, nothing. So, what possible reason, what compelling argument can you conjure up to convince me to trade my cargo pants for your jeans? I can promise you, right now there's nothing you can say or do that will work, bar the use of violence.

 

Now, if items were balanced and switching between them was about trading off, rather than constantly trading up, there'd be a few more options to that situation.

Option 1) I want cargo pants, you want cargo pants; Violence ensues - I never said this situation would stop altogether.

Option 2) I want cargo pants, you want jeans; We wave to each other and go our separate ways

Option 3) I want jeans, you want cargo pants; We strip off, and sheepishly exchange clothes while I make things awkward by mentioning how pretty your thighs are.

Option 4) We both reject the notion of trousers and frolic around the countryside in our underwear.

 

Alright, I suppose that last one is a bit crazy...it's still an option without balanced gear  ;). And for the record, when someone is making an argument to reduce conflict, it's usually not the griefer that's doing all the explaining.

Option 5) While I find cargo pants desirable, they are not critical to my survival. Therefore, engaging in risky behaviour (AKA hand to hand combat) to obtain them, is not worth the risk of loosing everything and starting over on the beach, when I can easily find them through much less risky behavior (AKA looting).

 

I honestly don't understand why variety is a bad thing. Our characters already have the same size, strength, speed, endurance, agility and etc. Do you honestly believe that if we all had the same pants, same jacket, same backpack and same gun that this would enhance the experience? It certainly won't stop griefing, because griefers aren't motivated by the gear. All they want to do is make their neighbor miserable. They may use the gear as an excuse to try and rationalize their actions, but they are being dishonest with us and themselves.

 

I also disagree that there is no motivation for the inverse, not that I think that this should be necessary. If I am wet and freezing and I don't have the means to build a fire at hand, I am definitely going to take off my wet cargo pants and trade them for some dry jeans. Also, in a world where I loose hotbar slots if my gear becomes damaged, or ruined, swapping my damaged cargo pants for pristine jeans makes perfect sense to me.

Share this post


Link to post
Share on other sites

So everything everyone's been working on during 0.58 is just going to get wiped? Can't say I'm happy about that.

 

 

This is ALPHA.

 

The entire hive can be wiped at a moments notice.

 

If this is unacceptable for you, come back when the full game is released.

 

Every patch has been this way and some were wiped multiple times.

 

Dean with it or get gone.

  • Like 2

Share this post


Link to post
Share on other sites

 Ok, that example didn't really help my cause, let me try again.

I honestly don't understand why variety is a bad thing. Our characters already have the same size, strength, speed, endurance, agility and etc. Do you honestly believe that if we all had the same pants, same jacket, same backpack and same gun that this would enhance the experience?

Huh? When did asking for more item attributes, and a better distribution for ALL of these attributes become advocacy for less variety? You're shadow-boxing with this point, because that's exactly the opposite of my argument.

It certainly won't stop griefing, because griefers aren't motivated by the gear. All they want to do is make their neighbor miserable. They may use the gear as an excuse to try and rationalize their actions, but they are being dishonest with us and themselves.

Good grief, it's not about them either.

I also disagree that there is no motivation for the inverse, not that I think that this should be necessary. If I am wet and freezing and I don't have the means to build a fire at hand, I am definitely going to take off my wet cargo pants and trade them for some dry jeans. Also, in a world where I loose hotbar slots if my gear becomes damaged, or ruined, swapping my damaged cargo pants for pristine jeans makes perfect sense to me.

So you're basically saying that if you are dying and had absolutely no other choice, then you'd wear the jeans. Or that if your gear is so badly ruined that pristine jeans are finally a better choice, then you might consider the option. Those are not very compelling arguments for deliberately choosing to wear jeans.

When all things are equal and you have the choice between the pristine jeans you're wearing and pristine cargo pants, those jeans are coming off faster than a porno.

If you want something with higher capacity = cargo pants beat jeans

If you want something with better water resistance = cargo pants beat jeans

if you want something with better insulation = cargo pants beat jeans

If you want something with more quickslots = cargo pants beat jeans

 

Hence my point about being a catalyst for conflict. People might not choose to fight over cargo pants, but as long as all the attributes for cargo pants are higher than jeans, then the temptation to take them will never go away, and consequently nor will the apprehension from the owner ever disappear. Balance those stats out, where water resistance and insulation are in the jeans favour, then you might start to see that temptation/paranoia dissipate a little.

Share this post


Link to post
Share on other sites

The NWAF's actual name is "Chernarus International Airfield" ;)

 

As far as I know, there hasn't been one for a long while either. I try to keep tabs on Experimental servers (with help from Odin Lowe!), and I've only ever seen them in the following geographical locations:

 

-US (Central, East, Northeast, Southcentral, Southwest)

-UK

-DE (Germany)

-AU/NZ (Australia/New Zealand)

-SNG (Singapore)

-SWE (Sweden) (mostly test servers)

-GD (Grenada) (mostly test servers)

 

 

EDIT: Is Brian thinking of the Grenada servers? They haven't been around since the main testing of 0.58 Experimental finished in late August. Those would have been about the closest to Brazil, and would technically be South America.

 

Definitely is no server located in South America.
 
Best Server that we can get is (200-350 ms) unplayable for all South America (Brazil) players . We don't have even a stable branch server to play.  We are lagging other players too due no option to play in local servers.

 

 

Share this post


Link to post
Share on other sites

hey brian thanks again for the opportunity

 

a ) comparing to the firearms we've seen so far, the focus on makeshift weapons/tools is rather small at the moment it seems. how is this going to be later on? what is your vision and could you give a quick estimate which ratio you'd envision between firearms and makeshift weapons.

 

b ) any ideas for "unique" loot? if so, any chance these will be mostly regional-dependent? like...let's say...berezino cider in and around berezino only?

 

c ) anything planned for christmas besides reaching your obvious targets?

 

Cheers!

 

1) We're not really talking about improvised weapons outside of the ones we have - right now -

2) Aside from the usage of the regional loot control, no.

3) No plans for Christmas aside from builds, builds, builds.

  • Like 1

Share this post


Link to post
Share on other sites

Questions I'm about to ask are about combat primarily, I'll try keep it clean so it's easy to answer.

1. This question is about automatic weapons and their difficulty to land shots while firing in an automatic state, I'll compare arma 3 to dayz as it is BI's flagship game. In arma 3 the difficulty to land shots while firing in a fully automatic state is far, far too easy, yet in dayz it does a much better job of replicating realistic amounts of shots landing on target due to the high recoil, however the big issue is the recoil tends to only have an upward pattern on a vertical line, easily exploitable with downward mouse movement to compensate the recoil. What I'm proposing you guys should consider, is equal attention to randomness on the horizontal spectrum per shot, obviously the recoil should be stronger vertically going upwards, but firearms also can recoil downward and side to side per shot fired, it's also affected by the control in which the shooter pulls down and tries to compensate for the recoil giving circular patterns while firing in an automatic state, not the patterns you currently see in dayz, so in short, are you guys happy with the current shooting mechanics in dayz? Or do you plan to make it more close to the real thing. And for the love of god, do not make it more simple. 

2. Will plate armor actually work? Currently the body armor in dayz does very little in the way of stopping rounds from making contact with flesh, instead they absorb laughable amounts of damage for a single round. Do you plan on making the body armor work correctly? 

3. Will the damage system be more, survival orientated and realistic, bullets to the limbs should never result in instantaneous death. However being shot in limbs should result in the possibility of infection, not being an instant cause of death but ultimately fatal if not treated. Or are you happy with the arcade system of being able to kill people by shooting them in limbs as if they are extensions of the central nervous system. I think you should lean away from the current arcade system and create hitboxes for the brain and spinal cord, when either are damaged instantaneous death should occur, where as bullets to the torso depending on where the round hit, should cause loss of consciousness and the cause of death being loss of blood, like in the real world. It would create far more interesting combat, it would be prolonged due to the bodies natural endurance of being damaged by non fatal wounds. And would create more interesting close quarter fights as you would have to aim for the persons head or torso to put them down, instead of shooting them into the legs and arms and being rewarded with a cheap kill. Just food for thought as I know you are as hardcore as anyone when it comes to things like this :)

4. Is there any plans to add back tracer rounds? What I find interesting, is the current way of loading ammunition would allow you to load, lets say 5 rounds of tracer ammunition, and the rest with standard ball ammo, so when you are wasting out of bullets the last few shots would be tracer rounds. 

5. Will bullets be capable of penetrating people? Currently they get stopped in the person and do not continue their flight path. This would be definitely interesting with question 4, seeing a tracer enter/exit and ricochet off the ground and fly into the air, "I've seen this before with arma 2 and it was quite the sight". Also it would allow bullets to pass through the arms and hands of a person being shot, to give an example of this in action, where a person is holding a firearm his/her arms are blocking a portion of that persons torso if he/she were to be shot, currently the bullet only damages that persons arm, where as it should damage the arm, exit and enter the persons torso doing further damage. 

6. Will arrows/bolts stick out of characters and be retrievable? Currently they only stick out of objects such as buildings, trees, and the ground. 

PS, I love you for mentioning your passion about first person view only servers, no homo <3

 

 

1) Right now, I'm happy with vertical climb - however each weapon will need a good deal of balancing.

2) Obviously bug fixing and balancing will need to occur in beta.

3) I think you use the term "arcade" far too freely to try and put down a system you don't feel is in depth or difficult enough for your terms. I would not use "arcade" with DayZ at all.

4) Definitely - very much so want to use tracers.

5) They currently are. However right now, only the head. We'd like to see this expanded to cover other areas of the body.

6) Would be nice ;)

Share this post


Link to post
Share on other sites

1) We're not really talking about improvised weapons outside of the ones we have - right now -

With improvised i wouldn't also necessarily mean firearms or melee but also all sorts of traps such as punji sticks e.g. 

I personally always envisioned a "Makeshift everything" game with DayZ. Although it's quite far fetched and not really an honest comparison but i always admired the many aspects of the Dead Rising Franchise. Especially their sceneries and how you could always pick up basically everything from the multitude of objects around you to use for self-defense. 

 

2) Aside from the usage of the regional loot control, no.

Hopefully you will change your stance regarding this idea -when there will be more and enough time-. I really think it would make for an interesting and authentic way to rise the interest in supply and demand. Being the only supplier for coffee, cigars or flutes for example ;)

Edited by joe_mcentire
  • Like 1

Share this post


Link to post
Share on other sites

as for the piloting errors, well thats one thing that might happen very often, especially if the fight physics/controlls are as hardcore as TOH. but i don't think that one hardcore advanced filight model will come as mandatory, maybe as an option.

Sorry, late to the party here - if I remember rightly from Hicks' interview about it, I think he said he didn't want it as full-on as TOH (and fuck, I hope that's the case)

 

I adore piloting, but feel in a multiplayer combat situation, it is completely ridiculous to have to exert that degree of control over your machine just to fly in an average manner - people IRL don't just shoot helicopters because they exist, so allowances have to be made for game vs realism.

Edited by The Gent

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×